Tour of the game engine
The goal of this part is to roughly go over every big conceptual “part” of the engine and have a small write-up about what it’s purpose is, how it achieves it and how it fits into the rest. Of course you don’t have to read it sequentially, feel free to click away.
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: What’s yet to be.- Short-term roadmap
- Planned, envisionned and otherwise rejected features (mid/long-term roadmap)
common
: The basics of the engine- World data structures: How the data is stored and kept in memory
- Custom file formats & DSLs
- Voxels: How custom classes work and fitting them in the engine
- Entity traits: How we deal with complex behaviors inheritance can’t model
- Items & inventories: One of the simplers systems
- Networking: Key ideas and current limitations
- Physics & animation
- World generation
client
: The front-end of the game most players get to see- GUI: Quick overview & some gotchas
- Sound: How to play and manage your sounds
- Graphics
- The API: Rendergraphs to Representations
- The Vulkan backend
- Ressource management
- Virtual texturing
- The OpenGL / GLES backend
- Interoperating with GLSL
server
: It’s actually not that complicated!- Minecraft world
converter