AeonEngine Development Blog
I made my way back to work in engine. The AeonGUI project is still going on, but I realized that...
I know it seems like there is lately no progress on the engine, this is because I came to a...
It’s been more than a year since I wrote one of these. I had found too many things I was...
As it turns out, Vulkan is a harsh mistress, things kind of worked but once I re-enabled validation layers all...
So this finally is the first official in-engine screenshot, taken from the modelviewer application, this is “Aerin”, shown in an...
Its been a while… I’ve been working on models, samplers, skeletons and animations, and while I can now render a...
It is finally posible to load and use texture images on the Vulkan renderer, this has worked for a while...
I have added a new tool, Jekyll Poster, an offline html markdown editor to be able to easily create these...
This is a collection of notes to keep in mind for the next time I work with Blender’s Python API....
The title says it all. You can now comment on these ramblings via disqus. Yeah I know, it’s been over...
It’s… been a while. You historian from the future (NO ONE is reading this right now) may be wondering why...
You may have noticed that I go back and forth changing code, then changing it back and then changing it...
I’ve just added optional support for clang-tidy checks. clang-tidy is sort of a static analisys tool which is part of...
Last week Visual Studio 2017 was released and I upgraded to it. I build Qt from source and I expected...
The memory leak issues I was seeing have magickally banished. Well, not extrictly magickally, but I was not seeing them...
The Vulkan renderer finaly blanks the window, so I started to clean up before moving on to actually render something...
I’ve been working on the Vulkan Renderer, which can use some refactoring since I’ve been mostly just pouring code into...
I’ve removed the use of BTs from the engine. I am not sure wether or not they actually were an...
I’ve been trying to get the Vulkan renderer working, however the way I envisioned modularity to be in this engine...