First Entry
It’s long been a goal to make my own game engine, and the more back end side of computers in general. To work towards that goal I’ve been working on 3 separate projects that will help teach me the skills I will need to eventually make my own game engine. Those projects are of course the game (Suversion); can you make an effective engine if you aren’t familiar with how to use an engine? The unisverse simulation (Uni), which is a massive undertaking in learning vulkan rendering while the actual simulation won’t be trivial I do already have a good computational physics base. The third project, while a bit less related, is the C-compiler (PyrrhicIR). Making a compiler is a massive undertaking in and of itself. A full overview of each project can be found in the projects section.
Uni
This is a universe simulator being designed to do a full (or as full as I can make it) physics simulation of a galaxy. I obviously wont be able to completely model stellar formation and some other features, but I can model orbitals of of stars and make that as realistic as possible. The simulation will be rendered using Vulkan as the renderer back end.
Suversion
While I’m trying to keep the actual details of this project underwraps for the time being, I can say that this is my first introduction to game dev in general. I am using Godot as my engine and using c# as the language of choice. While godot script is likely a better choice, the usage of c# is a deliberate choice that I hope will be useful later on in the design of a game engine.
PyrrhicIR
The probably a bad decision of making my own compiler. While much less related this might be useful later when trying to implement a language for the game engine. I’m also discovering already just how difficult it is to do all the individual steps I take for granted when using a compiler.