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| for the past year i've been developing a game engine in c++ and directX. |
| it is built completely from the ground up, using my own libraries: |
| - multi-heap memory system with aligned allocations and cross-heap tracking |
| - tree structured object system |
| - simd optimized math library |
| - file library wrapper |
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| the engine supports fonts, sprites, multiple lights and cameras, textures and |
| shaders, and both rigid and skinned animations. |
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| it is optimized for data parallelization in the gpu, with computationally |
| expensive tasks being offloaded to the gpu along with shader computation. |
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| it is completely data-driven, utilizing a custom offline converter that |
| marshals data to the engine using google protocol buffers. |
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| next up is to create a user interface for it :) |
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