Blog
- gg, weeks 6 and 7: weather, TAA, and a flag day for Vulkan
Weather driven off the scene clock, TAA after a month of arguing against it, the SDL fork retired along with SDL_GPU, and the first half of water.
- gg, jam 1: undercooked
The first attempt at a game jam using the engine, and what fell out of it.
- gg, week 5: shapes, sound and a UI
An engine that makes noise and draws a menu, a mixer that never touches the frame loop, and what a month of this actually produced.
- gg, week 4: clouds, scale, and taking the look back out
A rim light that turned out to be most of a moonlit frame, proper clouds, deleting the art direction, and a frame that cost 12.9 ms drawing nothing.
- gg, week 3: terrain, and a sky that knows what time it is
Terrain as a document instead of a mesh, a physical atmosphere driven by the scene's own clock, and a moon bug only a number could catch.
- gg, week 2: an editor, a cooker, and letting an agent drive
Undo you can audit, an asset pipeline on the build graph, clustered forward lighting, and what happened when I let Claude drive the editor.
- gg, week 1: something from nothing
Building a game engine from scratch: six days of setup and nothing to screenshot.
- Compilation speed humps: std::
tuple How std::tuple took a CI build from 7 minutes to 35, and the bespoke type list that undid it.