So, after two more hours of work, I’ve managed to do two different things. First of all was getting the window to resize and minimize without crashing the program or my entire operating system on the way! :D
Second thing, was making the geometry not be hard-coded to the vertex shader! :D
For now, it uses a really inefficient approach to vertex buffers, so the next step will be making it be much more efficient, and afterwards, getting some more interesting geometry inside of it. Keeping all of this clean and somewhat readable is becoming harder by the minute, I must admit. Hopefully I can keep it that way for a long way though…
For now, have a little triangular art from me, hope you like teehee :3c
Log in to leave a comment
Well, and another nice while of work, and now we have… Exactly the same… Well, that’s unfair to see. Internally, the main.cpp file went from over 900 lines to just 56. I’ve also taken the time to slightly improve both the performance and the memory safety of this engine, which is good, because, even though probably no one will ever play this but me and my friend, I might use the underlying engine in future projects, and having all of this base already assembled for me is awesome, because that would mean I can skip all of these small tasks that are so numerous that they end up adding to hours…
Anyways, now it’s time to keep going forward, and try to get some more interesting geometry on the screen… Wish me luck! :D
Log in to leave a comment
Welp, I have put a lot of work on this devlog, but, I kinda wanted to show some output on the screen instead of just text. And then I remembered I put myself through the hell of using Vulkan… Anyways, I GOT A TRIANGLE WORKIN!!! :D
This is huge, because it sets the precedent for me starting to properly work on this. For now, it’s just a monolithic file, so the first order of business is abstracting all of this.
If I get a good multiplier I’m becoming rich just because of how much work Vulkan takes… Welp, I guess that’s a positive, sure… XD
Well, continuing with the tutorial I’m following, and improving quite a bit upon it, is h I have joyfully spent this time. I have also started light work on a logger class for a bit of abstraction and slightly improved performance.
One of the interesting ways in which I managed to heavily optimize this is by using more identifiers that let compiler know what to do with my code. Which is GREAT. Anyways, let’s hope I can get a triangle showing soon-ish :3
Log in to leave a comment
Welp, it’s been quite a treacherous time implementing validation layers, mainly due to a few bugs that were difficult to trace back. Most notably, CLion, my IDE of preference, does NOT work with them for some reason, so I am bestowed with the curse of having to forcefully run this program either from a terminal, or, like I have decided to do, from vkconfig-gui, which is actually pretty neat because it lets me emulate various other devices. Anyways, with that done, it is time to continue forwards, towards progress!!! :D
Log in to leave a comment
Well, well, I face against Vulkan again. I had a lot of fun last time with my Vulkan Game Engine project, so, now, we’re back at it again, for a project a friend asked some help with. Time to make a 3D engine with Vulkan!!!
So far I’ve gotten the basics working, aminly instance creation, a black window, all that. So, pretty fun stuff, and surpriisngly far for an hour and three quarters I think, having in acount how complex Vulkan can get hehehe…
Anyways I’m pretty happy and hope to make more progress soon, let’s see where we go with this!!! >:3
Log in to leave a comment