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.

  • null: What’s yet to be.
  • 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