> I fell in love with the engine during my time there.
OK, uh, I’ve tried a bunch of times to put this in terms that wouldn’t imply a whole lot of work, but I couldn’t, so I’ll just ask outright:
Any exploration hints for someone who hasn’t ever delved into a modern engine and has their knowledge limited to the very obsolete stuff in Abrash’s books and the generalities in Nystrom?
I’ve long wanted to explore how game engines are built, but people don’t usually say good things about the internals—if you do here, that sounds like a chance.
Yes! So many. And writing about them is one of the many things I need to do. Please, please keep in touch — my email’s in my profile, and you can reach me quickly and reliably via Twitter DM. https://www.twitter.com/theshawwn
You’re exactly my target user. I want to help as many people get into gamedev as possible.
The most important thing is to get the codebase open in an IDE, and building. From there you can place breakpoints and start looking at things.
One trick is to literally just hit the pause button in the debugger while the game is running and see where you end up by looking at the stack frames. I use that all the time to map out new codebases. Then start changing some code and see what happens.
I’m sorry I haven’t been able to get something comprehensive together yet; my wife and I have been in the hospital for the last month, and we have a month to go. But it’s almost over.
EDIT: there’s a dev stream too. Sorry for the quality and the music, but you might be able to glean some useful tricks. Pay close attention to the chapter titles, since it’s a serialization of my thought process as I hunted down a bug: https://youtu.be/VBj0RcpxCIc?t=132
OK, uh, I’ve tried a bunch of times to put this in terms that wouldn’t imply a whole lot of work, but I couldn’t, so I’ll just ask outright:
Any exploration hints for someone who hasn’t ever delved into a modern engine and has their knowledge limited to the very obsolete stuff in Abrash’s books and the generalities in Nystrom?
I’ve long wanted to explore how game engines are built, but people don’t usually say good things about the internals—if you do here, that sounds like a chance.