All about the custom Engine!

The process of rolling my own engine, alongside my co-programmer Hayden has been a long, exhausting but incredibly fun process. First inspired by a prior AIE project that was made sans-engine, I immediately became interested in graphics programming. This evolved into a general love and drive for developing my own solutions to problems, and researching different avenues of tackling problems. And because of that, we have been able to develop:

Credit to Lucy Comely!

For the short generic infodump, the features I ended up contributing to the engine were:
 - The rendering stack (Deferred Rendering, Post Processing, Immediate/Forward Rendered UI, SSAO, Frustum Culling, Decals)
 - The collision system (2D with Circles and Polygons, implementing SAT, detailed more in my physics article!)
 - The Navigation System (A*)
 - The general scene hierarchy (Object/Component system)

Below, there are a few short devlogs about various different challenges, and fun adventures in development I came across while developing "Mall or Nothing," and the engine it was built on. As Mall or Nothing is still in development at the moment, some of these are not indicitive of the visual style of the final product!

Fog of War Rendering

A mini article about how I handled rendering the limitation of in-game visibility for players!
- Research
- Rendering

Pathfinding Solutions

A quick description of the process through which we developed and arrived at our pathfinding system!
- Research
- Algorithms

Reflecting on mistakes in my UI system

A reflection and post mortem about the flaws and strength of the UI system I wrote for the engine. And in particular, what I would do next time.
- Code Design
- System Design

Versatility, Usability and Extendability for Callbacks

Trying my best to deliver on tools and customisation for design, and programming.
- Code Design
- System Design