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magerbeton.bsky.social
magerbeton
@magerbeton.bsky.social
I am working on a project where I teach myself the inner workings of a game engine by building one myself. I am allowed to use libraries but none which come close to a full game engine.

The goal is to have a small playable game within the engine.
Vulkan Schnee (thats what I'm calling the engine at the moment) can now render multiple materials on one object. Now to get it to render from a buffer of material data...

#Vulkan #OpenXR #GameEngine #GraphicsProgramming
October 6, 2025 at 6:17 AM
I implemented meshlet merging in my mesh shader pipeline. This lead to a 5ms rendertime decrease. ~7ms -> ~2ms. The 120Hz target is not that unrealistic anymore.

#gamedev #enginedev #vr
June 8, 2025 at 1:18 PM
Since today my engine is able to display meshes light maps baked in blender! But now im ready for the next step. Volumetric light maps / light probes for movable objects

#gamedev #vr #vulkan #openxr
June 5, 2025 at 12:45 PM
I am planning on using Blender as a level editor for my game engine.

I've come my first steps in blender today by setting up a blender plugin which handles setting up static mesh variables. It enables the selection of lightmap UVs which are displayed in game

#gamedev #vr
June 1, 2025 at 9:03 PM
On today's episode of gltf gets on my nerves: only png and jpg are supported and only up to 16 bit depth in blenders export. I need hdr (32bit) images for light maps.

This results in beautiful deep fried light maps.
#gamedev #vr
June 1, 2025 at 9:42 AM
Lately I've been working on implementing VR support into my engine. And holy moly did I underestimate how hard it is to learn Vulkan and OpenXR at the same time.

Yesterday I've finally got the OpenXR render loop to run for the first time but I still don't get how to draw to the swap chain

#gamedev
December 13, 2024 at 2:57 AM
Today I got Tracy to work with my engine. This is something I wanted to do since I saw how the one in unreal engine looks like.

What I did here is to display transform chain cost and frame time.

#gamedev
November 26, 2024 at 6:11 PM
Today I managed to get my serialized level to load for the first time. It took a while!

Anyways it works now. Now to level reloading the level in the game runtime.

It loads two objects with their transform from a JSON map file and displays them. X and Z on the right potato.

#gamedev
November 13, 2024 at 1:59 AM
Since yesterday I am working on building a JSON serializer for my game objects and an editor for those objects.

The file explorer for the editor somewhat works now and the JSON editor has save, load and edit functionality.

Next step is adding class specific buttons to the UI.

#gamedev
November 7, 2024 at 4:59 PM
Today I realized why Unreal Engine has their UPROPERTY and UFUNCTION macros. C++ does not have a native reflection system and thus no reasonable or text based serialization.

This means I need to write my own serialization to and from JSON. Not the thing i was anticipating on doing.
#gamedev
November 5, 2024 at 11:49 PM
Today I separated the engine into a runtime and the editor. Cmake will be coming to haunt me in my dreams tonight.

After that I started work on implementing imgui for a UI to edit data on objects. The demo window finally works!
#gamedev
November 4, 2024 at 4:29 PM
Today I fixed a memory leak which happened when meshes are loaded. I failed to write leak in the commit message and this thing was born...

Behold the memory leek:

#gamedev
November 3, 2024 at 7:27 PM
Today I got my world coordinate system to work.

Objects are also a thing now.
The potato is the parent of its 4 rats

#gamedev
November 2, 2024 at 9:56 PM
Finally some meshes to look at in my Vulkan project. :)

Getting the renderer to display more than one mesh was a pain. And it is still not done. I forgot that glTF files can store multiple submeshes for one mesh.

Until I implement that the cat will not have whiskers .-.

#gamedev
October 31, 2024 at 4:48 PM