/AbstractRealm

Abstract Realm: Real-Time Engine

Primary LanguageC++

Abstract Realm

A Real-Time Engine

Current State: https://files.catbox.moe/f5ta3q.gif

Dependencies

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)

So whats the point of this engine?

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.

Whats your references?

Other than what I knew from previous expereince:

This book:

Game Engine Architecture, Third Edition + More

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...

C++17 Used with MSVC and Clang-CL.