Posts
Here is where I post my thoughts relating to Game Development.
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Looking back at 2022 and ahead to 2023.
This is a bit of a late one, but I wanted to write anyway to leave a mark for what I accomplished and what I want to do this year. Last year was a big one. I graduated from university, started my professional career and moved into my first real place. It’s been very busy and adjusting to my newfound lack of spare time has been definitely a challenge, but overall I think I’m in a happy place for 2023.
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Devlog 2022-11-30
Wow, it has been a month now(just about)! I’ve been very busy recently, and thus haven’t had as much time to work on my Rust Renderer as I wanted recently.
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Devlog 2022-11-02
Happy Halloween(2 days late, whoops)! This week I continued working on my Rust renderer. After my last devlog, I was able to get a triangle fairly quickly. I did struggle with what I thought was getting my Vertex data copied into a vertex buffer, until I looked at RenderDoc more closely and realised the buffer contents were correct, but I had not specified the Vertex stride for the binding, so each vertex of the triangle was reading the first location and nothing more!
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Devlog 2022-10-24
I am writing this nearly 2 weeks after my last devlog. I initially had planned to spend a week fleshing out my Breakout game, and then move on to creating another retro game. I added some more blocks to it, and then decided to move on to making Pong on my own. I got as far as the initial gameplay loop without score, and then decided to start investigating wgpu. wgpu is a Rust implementation of the WebGPU API spec, to allow for web code access to GPU functions. It then translates down to whatever API the hardware is using. The API is laid out similarly to Vulkan, however it abstracts away a lot of the nitty gritty details that Vulkan is known to expose.
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Devlog 2022-10-11
For the past few months, I’ve been trying to learn Vulkan by creating a graphics engine/game engine-lite. However, I lost a lot of focus of what I was doing and what I wanted to accomplish. While initially setting out to make a purely graphics engine, I started including scope for more advanced Input, Physics, Audio systems etc that while I would like to add one day, are not what I want to focus on right now. I can only learn so much, and I really want to dive into modern graphics. Because I started focusing on creating a game engine-lite, I also started to panic and worry about the structure of my code and how people would interface with it, when all I really want to do is make a renderer for me.
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Why I Love Godot's Scenes
For just under a year now, I have been using Godot. Over that time, I’ve gained a lot of familarity with it. While working with it, I’ve grown to love using Godot’s scene system to create my games. It allows for a lot of flexibility and modularity. Previously, I had tried using lots of hardcoded logic and inheritance to allow for code reusability, but I found it tricky to work with.
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Welcome to my website!
Welcome to my website, and thank you for coming! It is a little bare bones right now, but I’m sure over the coming months I will be able to make it better.