Applying the lessons learned from my DX9 based engine, I started a full new engine from scratch in August 2016
With the "Game Engine Architecture" book (by Jason Gregory) as a rough guideline, I've managed to abstract most of the engine systems (for future use on different platforms and using different rendering API's).
If you've ever worked on developing a (rendering) engine, you'll know that spheres and cubes can only entertain so much. So I've decided to create a 200m by 180m city along the way. By raising the bar in the size and density of the city, I challenge myself and the engine, to improve along the way. Plus new features pay off directly.
All used assets are either created by myself or obtained from TurboSquid.com.
For textures I mostly make use of free PBR texture sets, from several websites (being prepared for my PBR implementation).
Summarizing all engine details would be overkill, but here's just a grasp of what's included so far:
- Using DirectX 11 API for low level renderingCurrently I'm working on the following features:
- Performance optimizations (max 8 to 10Ms per frame, current setup)For periodic updates, check out my YouTube channel.
Progress videos (more in my YouTube channel.
GalleryEmail: | games@crealysm.com |
---|