In the Game Engine Series we build a small voxel game, heavily minecraft-inspired, and explore how to create one's own game engine from scratch.
- How to write a game engine from scratch — In this article, we set up the basic project structure with C++20 modules.
- A Basic Logger — We build a logging infrastructure with Boost.Log that we can use to look into what our engine is doing.
- Rendering Overview — Here, we discuss rendering, define high-level and low-level rendering and sketch what we're about to build.
- First steps with Vulkan — In this part of the series we create the Rendering Subsystem and initialize a Vulkan Instance.
- Vulkan Validation Layers — In this article we’re going to enable validation layers for our Vulkan renderer. They allow us to catch commong mistakes and errors in Vulkan code.