Game Engine Progress (I need better titles)

Man, my titles really are boring.

I’ve made some pretty significant progress. I’ve actually started developing the game engine! Yay! One of my main efforts in this engine is to make everything as data driven as possible. Although, this may lead to some overkill with DLLs, or, as I’m calling them, dynamic modules, since other platforms do not use DLL as their extension. I’ve implemented a wrapper around Jansson, a JSON parser written in C. I’m using JSON for non-binary data. Right now, my engine doesn’t do much. It loads a bunch of DLLs in specific folders and looks for some specifically named functions. Currently it’s loading in Managers and States. The managers get added to a hash map that can then be queried later by other systems. The States get added to a state machine and the main driving force as to what actually happens. Basically, my “engine” is just a thing wrapper around loading some dynamic modules that actually drive the game. Although, to be honest, it doesn’t have to be a game. You can make any kind of application with this system.

Needless to say, I’m getting pretty excited. I’ve been working on all the supporting libraries for this engine for about a year and a half now and I finally get to start doing the engine! I still have a monstrous amount of work to do, but it’s slowly starting to take form! Gleam (my graphics library) still needs a bit more work. I have an API for doing instanced rendering, but I haven’t tested it yet, so I’m not sure if I need to add a few more things. For people who are okay with doing DirectX only support, I want to add support for deferred contexts.

So, yeah, if anyone wants to give Shibboleth (or any of my projects for that matter) a look-see and give me feedback, that would be awesome! I still don’t have e-mail set up, but comment on here or send me a message through Bitbucket or Twitter!