I had a similar experience while working on my engine: Once I could render a vulkan triangle, adding (simple) 3D stuff was not a big deal, you only need to get the matrices and vector math right. However, adding then a glTF parser to load some actual models was way, way more work, even only to load the static mesh content :D
Your videos have been incredibly helpful to me! In my spare time, I’m working on developing a macOS desktop application from scratch using C, with just a little Objective-C when necessary. Right now, I'm focusing on .ttf font rendering, so it’s still in the early stages. My goal is to create a fully functional application, I think it will take me years to complete, maybe 5? who knows. Just like you, I’m not looking for quick and easy solutions-I’m in it for the long haul.
IMHO Sokoban games and other tile based movement games are better with an orthographic view. I'd rather use prerendered 2D sprites than embark on all that crazy Metal/DX11 headache. Or just use Unreal and prototype quickly in Blueprint visual scripting.
I had a similar experience while working on my engine: Once I could render a vulkan triangle, adding (simple) 3D stuff was not a big deal, you only need to get the matrices and vector math right. However, adding then a glTF parser to load some actual models was way, way more work, even only to load the static mesh content :D
The age of handmade Sokoban games is upon us!
Your videos have been incredibly helpful to me!
In my spare time, I’m working on developing a macOS desktop application from scratch using C, with just a little Objective-C when necessary. Right now, I'm focusing on .ttf font rendering, so it’s still in the early stages. My goal is to create a fully functional application, I think it will take me years to complete, maybe 5? who knows.
Just like you, I’m not looking for quick and easy solutions-I’m in it for the long haul.
I enjoyed watching your video, your work inspired me to keep working on my personal engine.. Keep going man.
Can't wait to see what you make
IMHO Sokoban games and other tile based movement games are better with an orthographic view. I'd rather use prerendered 2D sprites than embark on all that crazy Metal/DX11 headache. Or just use Unreal and prototype quickly in Blueprint visual scripting.