Making of: Acclimate Engine

Profile
Austria
A mad mans journey to his own game engine.
28 comments
3 followers
27 entries
Advertisement
Juliean
April 14, 2024
General structure and design of the Acclimate Engine [Part 3]

Welcome back. Last time, we looked at the runtime-extensibility of the Acclimate Engine (https://www.gamedev.net/blogs/entry/2277862-general-structure-and-design-of-the-acclimate-engine-part-2/.​ Now we are going to see, how this all applies to scene-managment.

The basics

In general, scene-managment …

1,955 views
Juliean
April 03, 2024
General structure and design of the Acclimate Engine [Part 2]

Welcome back. In last weeks entry, we looked at the base-layout of the Acclimate Engine's resource-system. This week, I'll be highlighting the runtime-part of the system - the diagram from last week still applys, so I won't be posting it again.

Runtime

Now to recap, the games resources are handled vi…

2,438 views
Juliean
March 27, 2024
General structure and design of the Acclimate Engine [Part 1]

So this time, I've decided to talk about something a bit different. The disassembler-part is really technical and abstract, and probably a lot of people, who don't want to develop their own programming language, will not really have that much insight from it. So today, we are instead looking at the…

2,160 views
Juliean
March 19, 2024
Journey to a full x64 (dis)assembler [Part 3]

Welcome back. Last time, we talked about getting a disassembler, to view generated assembly code (https://www.gamedev.net/blogs/entry/2277765-journey-to-a-full-x64-disassembler-part-2/).​ This time, we are going to look at the framework for actually generating assembly.

What & why

In general, whe…

2,755 views
Juliean
March 11, 2024
Journey to a full x64 (dis)assembler [Part 2]

Welcome back ! Last week, I talked about the background of why I am creating a custom assembly-generator. This week, I'll go more into details about the framework I wrote, that allowed me both to disassemble as well as assemble code.

Getting started

Now previously, I mentioned how my own assembler wa…

4,002 views
Juliean
March 04, 2024
Journey to a full x64 (dis)assembler [Part 1]

So I just felt like writing another blogpost, after years of pause. One consistent task in my engine has been optimizing the backend for my visual-scripting language. As anybody who's worked more in Unreal knows, it's blueprints are horribly slow. I've copied the basic interface of blueprints for m…

4,170 views
Juliean
December 29, 2016
[C++] ArrayView-class

So I've been quite busy with refactoring the rendering and other systems of the engine for the last few months, and once I'm done I'll make some more entries for the graphical render-system.

Today I've been wondering if there is no cleaner solution to having to pass an arbitrary array to a function…

5,546 views
Juliean
September 29, 2016
Designing a high-level render-pipeline Part 2: Views & passes

Last entry:

https://www.gamedev.net/blog/1930/entry-2262313-designing-a-high-level-render-pipeline-part-1-the-previous-state/

Thoughs about how to change things:

So despite not working on 3d-rendering for a long time, over the time I've been able to not only see whats wrong with the old rendering s…

5,129 views
Juliean
September 29, 2016
Designing a high-level render-pipeline Part 1: The Previous state

So I've stopped writing journal entries on my project for a while. Didn't really feel like it anymore, after I took a hiatus for multiple months. Since then I've been working on multiple things, mostly cleaning up old messy parts of the engine. One of this things, that turned out something pretty c…

5,521 views
Juliean
September 29, 2016
Designing a high-level render-pipeline Part 3: A visual interface

Last entry:

https://www.gamedev.net/blog/1930/entry-2262314-designing-a-high-level-render-pipeline-part-2-views-passes/

To start of, let me tell you that I was basically finished with the 2d-rendering after what I presented to you in the last article was done. So just for some amusement, I'll have …

5,824 views
Juliean
June 05, 2015
Visual scripting: Control structures
Last entry:
https://www.gamedev.net/blog/1930/entry-2261155-visual-scripting-basics/

Last time, I introduced you to the visual scripting system of my engine. I introduced you to the basics of the scripting system. The next important question is: How do you create a control flow? I've already talked a…
6,040 views
Juliean
May 30, 2015
Visual scripting basics
Last entry:
https://www.gamedev.net/blog/1930/entry-2261095-assets-creation-data-processing/

The last few weeks, my work has primarly been focused around my visual scripting system, so I decided to make a startup article to present the whole system to you.

The premise:

I assume everyone should know abo…
9,051 views
Juliean
May 05, 2015
Assets: Creation & data processing
Last entry:

https://www.gamedev.net/blog/1930/entry-2261068-advanced-asset-handling/

So after I've talked about the theory behind the new asset system, I'll now go on to show some of the implementation details. I'll start with the more interesting stuff, namely the creation of the actual assets.

The a…
5,245 views
Juliean
April 26, 2015
Advanced asset handling
Last entry:

https://www.gamedev.net/blog/1930/entry-2260953-asl-geometry-tessellation-shader/

Despite being extremely busy the last weeks, I still found some time to put into developing the engine. This time around, I decided to tackle one of the ealierst features/problems I originally put in: The as…
7,096 views
Juliean
March 16, 2015
ASL: Geometry & Tessellation-Shader
Last entry:
https://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 n…
5,852 views
Juliean
February 02, 2015
Acclimate shading language
Last entry:
https://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 …
4,969 views
Juliean
January 16, 2015
A custom variant class
Last entry:

https://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…
3,839 views
Juliean
January 08, 2015
Generic execution routine for type-based code
Last entry:
https://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 mu…
2,499 views
Juliean
January 03, 2015
A simple and fast dynamic type system
Last article:

https://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…
2,925 views
Juliean
December 31, 2014
ECS III: Queries, and (horrible) component serialization
Last article:

https://www.gamedev.net/blog/1930/entry-2260620-ecs-ii-messaging/

Queries:

Last time I mentioned that as a special case of the messaging in my ECS, I implemented queries. The queries syntax is actually quite similar to messaging:// 1. declare the query classclass CollisionQuery : public …
3,149 views
Juliean
December 21, 2014
ECS II: Messaging
Last article:

https://www.gamedev.net/blog/1930/entry-2260476-ecs-i-entities-components-and-systems-basic-design/

Its been a while since I had time for programming, the new addon of WoW kept me busy for some time. But now I'm back and ready for action. This articles topic is messaging in my engines e…
3,024 views
Juliean
November 04, 2014
ECS I: Entities, Components and Systems (basic design)
Last entry:

https://www.gamedev.net/blog/1930/entry-2260428-gui-iii-widget-configuration/

Motivation:

It took me a while to get back on writing since I've been busy. But now, as promised, I'm going to give an intro to the entity/component-system I've developed for my engine.

So back in my early project…
4,073 views
Juliean
October 26, 2014
Gui III: Widget configuration
Last entry: https://www.gamedev.net/blog/1930/entry-2260413-gui-ii-widget-class-design/

Now that I've talked about how Widgets can be used, its time to discuss how they can be configured.

Positioning:

Widgets are manually positioned by specifying their position and size:Widget(float x, float y, float …
2,702 views
Juliean
October 21, 2014
Gui II: Widget class design
Last entry: https://www.gamedev.net/blog/1930/entry-2260396-gui-i-learning-about-signalsslots/

So this time around, I'm going to talk about the engines GUIs main class, called "Widget". I took an approach similar to what QT does,
in that every widget has to derive from that class. I'm not going to sh…
2,703 views
Juliean
October 17, 2014
Gui I: Learning about Signals/Slots
In order to make it easier for the reader, I decided to split the different modules up into multiple posts. This should also make it easier for me to write them when I got a few minutes to spare, too.

Getting started:

So at the beginning of the engine I wanted to make a 2d level editor. I already mad…
2,830 views
Juliean
September 27, 2014
An architectural overview of the engine
In the last article, I talked about the story about how I got to start developing my "Acclimate Engine". This time around, I want to give a brief overview of how this engine currently works and looks like.

The engine itself is divided into 4 main modules : SDK, editor, player, and plugins.

- SDK: The…
2,045 views
Juliean
September 19, 2014
Introduction
Hello,

my name is Juli(e)an, and this is the introduction to my journal about how insane I am to develope my own game engine. Some of you might have seen me before on the forums, mainly (solely) on the technical topics. Or you don't, but thats OK too. I have just been developing this kind of large p…
1,908 views
Advertisement

Popular Blogs

shawnhar
Generalist
101 Entries
9 Followers
15 Entries
10 Followers
johnhattan
Programmer
1,277 Entries
47 Followers
ApochPiQ
Generalist
628 Entries
44 Followers
dgreen02
Generalist
338 Entries
56 Followers
Advertisement