A Real-Time Engine
Vulkan. (Use the VULKAN_PATH env variable). You will also need the debug libs https://files.lunarg.com/.
bgfx, bimg, bimg_decode, and bx libraries are setup as separate projects... They need to be built for the engine to function with bgfx... (Currently bgfx is not really setup)
Update 4-14-2021: So far I'm treating this engine design like a learning tool so its going to pretty much be the breadboard of game engines; where you can literally poke and see everything during runtime (with some caveats ofc, if you poke too much the performance will be impacted)
This is a portfolio piece I want to make. This is not intended to be a full-fledged engine. More so a showcase of what I know in c++
The intention is to use pretty much close to standard c++ style with my own flavoring and really strict taste on spacial alignment of code. I'll do my best to make a super clean design implementation of the structure of the engine but first priority is a working MVP. No optimization, just staright up getting this thing working with the features I want. I'll figure out the rest after.
Other than what I knew from previous expereince:
This book:
Documentation for various APIs.
A bunch of Youtube... (I'll note what I used in the wiki)
And more likely more cause this isn't the smallest engine at the same time...