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
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!