Michael Kissner's Blog
Developer working on a Tactical / Strategy RPG called Spellwrath.
You can follow the progress of my Articles and the Game on Twitter.
Writing an Engine from scratch can be a daunting task. In this Part we delve into depths of Graphics Library Programming. We look at how to write our own Rasterizer in order to understand fully how to use OpenGL/DirectX and possibly Vulkan to full extent!
Writing an Engine from scratch can be a daunting task. With a broad understanding of Memory Management, we delve deeper into the fine details.
Writing an Engine from scratch can be a daunting task. With a good architectural design laid out, we face the first step of actually coding anything meaningful.
Writing an Engine from scratch can be a daunting task. With a good architectural design and adapted mindset, it is both interesting and approachable by everyone.
Michael Kissner's Comments
[Blog - 11/20/2015 - 02:00]
Very valid points I think ...
Very valid points I think most of it is still nice to know , including the EASTL Article, even for people using highly optimized Compilers. r n r nSadly, I personally am in the situation where I get to use a Compiler that doesn 't do optimizing all that well. ...
[Blog - 11/04/2015 - 08:58]
That 's a good point ...
That 's a good point I 'll add a few lines to the Conclusion part of this article, if you don 't mind. r n
[Blog - 10/27/2015 - 01:12]