ECS III: Queries, and (horrible) component serialization
Last article:http://www.gamedev.net/blog/1930/entry-2260620-ecs-ii-messaging/Queries:Last time I mentioned that as a special case of the messaging in my ECS, I implemented queries. The queries syntax...
View ArticleA simple and fast dynamic type system
Last article:http://www.gamedev.net/blog/1930/entry-2260651-ecs-iii-queries-and-horrible-component-serialization/The type system:As I've been briefly talking about last time, the need for handling...
View ArticleGeneric execution routine for type-based code
Last entry:http://www.gamedev.net/blog/1930/entry-2260667-a-simple-and-fast-dynamic-type-system/Last time, I've introduced my runtime type system. So this time around, I'll talk about how one can...
View ArticleA custom variant class
Last entry:http://www.gamedev.net/blog/1930/entry-2260689-generic-execution-routine-for-type-based-code/ So this time, as promised, I'm going to describe how the heart of the type-system, the variant...
View ArticleAcclimate shading language
Last entry:http://www.gamedev.net/blog/1930/entry-2260721-a-custom-variant-class/Now for something completely different. Since I'm currently working on the graphics module, I thought I'll talk about...
View ArticleASL: Geometry & Tessellation-Shader
Last entry:http://www.gamedev.net/blog/1930/entry-2260794-acclimate-shading-language/After a long time of not being productive again, I've finally come around to fully implement the current-gen API...
View ArticleAdvanced asset handling
Last entry:http://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This...
View ArticleAssets: Creation & data processing
Last entry:http://www.gamedev.net/blog/1930/entry-2261068-advanced-asset-handling/So after I've talked about the theory behind the new asset system, I'll now go on to show some of the implementation...
View ArticleVisual scripting basics
Last entry:http://www.gamedev.net/blog/1930/entry-2261095-assets-creation-data-processing/The last few weeks, my work has primarly been focused around my visual scripting system, so I decided to make a...
View ArticleVisual scripting: Control structures
Last entry:http://www.gamedev.net/blog/1930/entry-2261155-visual-scripting-basics/Last time, I introduced you to the visual scripting system of my engine. I introduced you to the basics of the...
View ArticleIntroduction
Hello,my name is Juli(e)an, and this is the introduction to my journal about how insane I am to develope my own game engine. Some of you might have seen me before on the forums, mainly (solely) on the...
View ArticleAn architectural overview of the engine
In the last article, I talked about the story about how I got to start developing my "Acclimate Engine". This time around, I want to give a brief overview of how this engine currently works and looks...
View ArticleGui I: Learning about Signals/Slots
In order to make it easier for the reader, I decided to split the different modules up into multiple posts. This should also make it easier for me to write them when I got a few minutes to spare,...
View ArticleGui II: Widget class design
Last entry: http://www.gamedev.net/blog/1930/entry-2260396-gui-i-learning-about-signalsslots/So this time around, I'm going to talk about the engines GUIs main class, called "Widget". I took an...
View ArticleGui III: Widget configuration
Last entry: http://www.gamedev.net/blog/1930/entry-2260413-gui-ii-widget-class-design/Now that I've talked about how Widgets can be used, its time to discuss how they can be...
View ArticleECS I: Entities, Components and Systems (basic design)
Last entry:http://www.gamedev.net/blog/1930/entry-2260428-gui-iii-widget-configuration/Motivation:It took me a while to get back on writing since I've been busy. But now, as promised, I'm going to give...
View ArticleECS II: Messaging
Last article:http://www.gamedev.net/blog/1930/entry-2260476-ecs-i-entities-components-and-systems-basic-design/Its been a while since I had time for programming, the new addon of WoW kept me busy for...
View ArticleDesigning a high-level render-pipeline Part 3: A visual interface
Last entry: http://www.gamedev.net/blog/1930/entry-2262314-designing-a-high-level-render-pipeline-part-2-views-passes/ To start of, let me tell you that I was basically finished with the 2d-rendering...
View ArticleDesigning a high-level render-pipeline Part 1: The Previous state
So I've stopped writing journal entries on my project for a while. Didn't really feel like it anymore, after I took a hiatus for multiple months. Since then I've been working on multiple things, mostly...
View ArticleDesigning a high-level render-pipeline Part 2: Views & passes
Last entry: http://www.gamedev.net/blog/1930/entry-2262313-designing-a-high-level-render-pipeline-part-1-the-previous-state/ Thoughs about how to change things: So despite not working on 3d-rendering...
View Article[C++] ArrayView-class
So I've been quite busy with refactoring the rendering and other systems of the engine for the last few months, and once I'm done I'll make some more entries for the graphical render-system. Today I've...
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