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Juliean

Member Since 29 Jun 2010
Offline Last Active Today, 03:05 PM

Journal Entries

Making of: Acclimate Engine > ASL: Geometry & Tessellation-Shader

Posted 16 March 2015

Last entry:
http://www.gamedev.net/blog/1930/entry-2260794-acclimate-shading-language/

After a long time of not being productive again, I've finally come around to fully implement the current-gen API features to my engines shading language, now called "ASL" (acclimate shading language).

One thing I noticed when learning geomentry, domain and hull shade...


Making of: Acclimate Engine > Acclimate shading language

Posted 02 February 2015

Last entry:
http://www.gamedev.net/blog/1930/entry-2260721-a-custom-variant-class/

Now for something completely different. Since I'm currently working on the graphics module, I thought I'll talk about one of the coolest features of the engine in that regard: The custom shading language.

Why a custom language?

I started the renderer as DX9, and later...


Making of: Acclimate Engine > A custom variant class

Posted 16 January 2015

Last entry:

http://www.gamedev.net/blog/1930/entry-2260689-generic-execution-routine-for-type-based-code/

So this time, as promised, I'm going to describe how the heart of the type-system, the variant class, is being designed/used. It uses both the TypeId and the generic execution routine, plus some additional template magic. This class is called "Var...


Making of: Acclimate Engine > Generic execution routine for type-based code

Posted 08 January 2015

Last entry:
http://www.gamedev.net/blog/1930/entry-2260667-a-simple-and-fast-dynamic-type-system/

Last time, I've introduced my runtime type system. So this time around, I'll talk about how one can actually run code based on the type system.
Remember that there is a static type, which divides into multiple PODs, Objects, etc... ? This allows us to check...


Making of: Acclimate Engine > A simple and fast dynamic type system

Posted 03 January 2015

Last article:

http://www.gamedev.net/blog/1930/entry-2260651-ecs-iii-queries-and-horrible-component-serialization/

The type system:

As I've been briefly talking about last time, the need for handling things like serializing components automatically brought up the need for a custom dynamic type system. What are the requirements of this type system?

-...


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