Making your own engine is worthwhile learning experience. The same as trying to recreate any of the foundational tools that you use. Might not be the fastest or best way to make a game but a good way to make yourself a better developer.
This is my 4th Vulkan related “project” and 2nd attempt at making something other than a glorified tutorial workspace in 6 years, and it took me 4 weeks to draw this stuff with minimal technical debt.
I could just use an existing game engine, but what’s the fun in not manually sorting all draw commands by mesh>pipeline>material and hunting synchronization hazards by just looking at funny glyphs for extended periods of time?
Making your own engine is worthwhile learning experience. The same as trying to recreate any of the foundational tools that you use. Might not be the fastest or best way to make a game but a good way to make yourself a better developer.
This is my 4th Vulkan related “project” and 2nd attempt at making something other than a glorified tutorial workspace in 6 years, and it took me 4 weeks to draw this stuff with minimal technical debt.
I could just use an existing game engine, but what’s the fun in not manually sorting all draw commands by mesh>pipeline>material and hunting synchronization hazards by just looking at funny glyphs for extended periods of time?
The best part is when your game just spontaneously closes. No logs, just some weird failure that’s got something to do with graphics.
Well, that’s the OpenGL experience, anyway. Damn opaque state machines…
Eh, at this point it happens every 3 commits, you get used to abusing gdb (since valgrind just dies).
I hope the police doesn’t find my unregistered breakpoint minigun…