Devlog #1
Not a real start ...
State of the project
The project actually started a while back, somewhere early last year (first commit being in February 2023).
This is a screenshot taken a while back in early February this year before the I decided to refactor rendering and gameplay code to a multithreaded model. More details in a dedicated post later.
Here is a list of list working elements in the engine:
Mesh rendering
Skinned mesh rendering
Skeleton character animation engine
Basic lighting (Blinn-Phong model) implementation (point, directional, spot)
PBR: Experimental GGX BRDF spot light
Asset streaming
Custom asset pipeline (packing, compiled shader binary, fbx to custom animation data format, etc.)
Input system (Win32 Raw Input)
IMGUI style UI (auto-layout, mouse event)
Particle system
Math library (matrix, vectors, quaternion, projections, etc.)
Bounding collision model
Camera system
Skybox
Font engine (Pre-rasterized with STB libraries)
Being worked on:
Rigid body dynamic model
IMGUI style UI (various widget)
System-on-a-thread model
Experimental volumetric rendering technics (fog, clouds, fire …)
Shadow mapping
Ambient occlusion
Basic MSAA
… a lot more on the TODO list
Each of those will probably have its dedicated post in the future.
To end this first devlog, here are some footage.



