21, Male, Australian, self taught software engineer building a custom modular AA game engine with ADHD and autism using forward rendering and opengl 3.3 2010.
@Quitstack The new sparse design outperforms the old hash tables in both CPU efficiency (better cache locality) and serialization performance for runtime formats and core engine systems.
Update on my Entity Component System (ECS) which was completely rewritten from scratch from the previous hash-based table design into a data-driven sparse architecture in August. Hasn’t needed a single bit of maintenance since.
#Gamedev#Indiedev#EngineDev
My 3d renderer has become increasingly difficult to maintain and add features to due to the current architecture so im moving to command driven witch will simply feature addition and improve CPU cache performance while decreasing maintenance.
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Was playing around with my post processing stack and AgX tone mapper in my custom forward style graphics renderer built 2010 graphics API with custom hybrid lighting model.
The results speak for themselves!
#Gamedev#Indiedev#EngineDev#OpenGL#GraphicsProgramming#OdinLang
Building custom 3D forward style renderer for my engine in less then a month with OpenGL 3.3.
Screen-space ray-marched reflections, global illumination & AO + post-process stack, running with only 3 render targets and no modern hardware required.
#Gamedev#Indiedev#EngineDev
Redesigned the core engine systems to be fully automatic and dynamic, serialization and ECS component handling now occur automatically at runtime and scale with minimal maintenance needed making it easier to add new components.
#Gamedev#Indiedev#EngineDev
Built a custom 2D rigid-body physics engine.
Runs on 32-bit floats and hybrid of DCD + CCD system with extended AABB, follows Newton’s laws.
Simulates force, mass, angular velocity, gravity & friction and handles 4000+ rigid bodies at once.
#Gamedev#Indiedev#EngineDev
The current ecs in my engine is becoming increasingly difficult to maintain, performance is fine even with a table hash based design but does create CPU cache misses making the CPU jump in ram to find data so im transitioning over to a sparse based design.
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