Making a Game Engine from Scratch
This blog series is about my journey creating a custom game engine from nothing. I'll be drawing inspiration from some of the most popular game engines freely available: Unreal, Unity, and Godot. For this project, I'll be using the latest versions of C++ and Visual Studio with a target platform of 64-bit Windows and Linux.The primary focus of this project is to design the logical layout of data and control flow within the engine. This is the foundation that must be established before more obvious components of a game engine like physics and rendering can be added. So I'll be covering things like memory management, data structures, serialization, events, threading, and scripting language integration.
Reinventing the Wheel
The C++ Standard Template Library is legendary. So why doesn't anyone use it?
12 May 2020 • Jarrett WendtVisiting Variant Vectors
The title isn't 100% accurate but I liked the alliteration.
20 May 2020 • Jarrett WendtReimplementing Unity Coroutines in C++
Insert blerb about how all programs need to be multithreaded now, the slowdown of Moore's Law, all the cores on Ryzen CPUs, etc.
24 May 2020 • Jarrett WendtReflection in C++
A little bit goes a long way.
05 Jun 2020 • Jarrett WendtEstablishing a Hierarchy
Finally creating something familiar...
07 Jun 2020 • Jarrett WendtBinding to Python
Because C++ is scary.
30 Jun 2020 • Jarrett WendtPorting to Linux
02 Jul 2020 • Jarrett Wendt
Needlessly Complex Code to Achieve Needlessly Clean Syntax
The story of my life in C++.
06 Jul 2020 • Jarrett WendtString Interning
More than just saving space.
11 Jul 2020 • Jarrett WendtMaking My Own Smart Pointers
18 Jul 2020 • Jarrett WendtMemory Manager
Not exactly a Garbage Collector
24 Jul 2020 • Jarrett Wendt