RCC++ is the new trend when it comes to rapid game code development. But I have some problems with the idea. I have read a bit about it and checked the code on the github (RCC++), but there are too many caveats to consider adding it. My main directive for the game engine is to … Continue reading Runtime Compiled C++ thoughts
While working on the HorusUI immediate mode GUI which will be used for the editor (instead of Qt or other libs, tried dear imgui but it was more like a debug viz ui), I have encountered a massive slowdown proportional with the number of drawcalls, logically. So, after the concept of the imgui worked, I've … Continue reading One Drawcall GUI
Having large worlds in a game is a challenge on many levels, from storing the data, culling, instancing and coordinates. The traditional way to store the position of an object is usually based on float (single, 32bit). While this works ok for small levels of a few km, when the player (camera) is getting away … Continue reading Large world coordinates
Since a long time ago, I was coding my ... code with ASCII strings in mind, in my little box of the world, thought that everyone would basically use English on their computers. Well of course this is not the case, especially in the present and future. While I was sort of supporting UTF-8, partially, … Continue reading To UTF-8 or UCS-2 (not UTF-16) for strings
While the engine is more or less ready for making games, it still needs a lot of features to be added, but without a visual editor that it is pretty tedious to achieve, so I have to work on the editor first, to make at least a skeleton framework on which editor plugins can be … Continue reading Editor immediate mode GUI
Hi there, welcome to the Tachyon Game Engine devblog, where I will share my progress and thoughts about awesome ideas and concepts which will (hopefully) materialize in the engine source code. Stay tuned!