Based Logs #18 - Hiatus
Taking a bit of a break
July 27, 2024
I’ve been primarily focused on some other projects in my life and I haven’t had the time to work on the engine with my full attention. What is even worse is that Facepunch has announced another s&box gamejam that started today! The prize pool has doubled and since I was apart of the team that won the last one… it makes sense to dedicate my full priority on this gamejam. I’m going to see if I can do some shader work in HLSL for the game we plan to work on. It would be nice to gain some more experience since a majority of my time has been spent in C++ and not writing shaders.
As a minor update I managed to get model and texture loading implemented on the DirectX 11 version of my engine. There is also just a lot of general cleanup I’ve done which has really made the codebase quite nice to work with. I mean look at my render loop… I feel like it is extremely readable.
void Application::Run() const
{
while (!glfwWindowShouldClose(_glfwWindow))
{
_renderer->PreRender();
_scene->Render();
_renderer->BindBackBuffer();
DrawPanels();
_renderer->PostRender();
glfwPollEvents();
}
} One area where my code base started to deteriorate last time around is when I added shadow mapping. I found that my _scene->Render(); method began to explode in size because of having to render the scene objects multiple times. I’m wondering if implementing deferred rendering could potentially help with that abstraction.