Unveiling the Theory Engine: Building a C++ Game Engine from Scratch
- risk
- Apr 7, 2023
- 2 min read
Hey fellow game devs! Have you ever been curious about creating your own game engine instead of using pre-built options? That's exactly what I've been doing, and I'd like to share my progress on the Theory Engine—a custom C++ game engine using Vulkan, SDL, and PhysFS. If you're interested in embarking on a similar adventure, read on!
Laying the Foundation: Vulkan and SDL To kick things off with the Theory Engine, I chose Vulkan as the graphics API. It's a powerful tool that optimizes rendering tasks and works great with modern GPUs. For hardware abstraction, SDL (Simple DirectMedia Layer) was my go-to choice. It's a versatile cross-platform library that simplifies input handling, audio playback, and window creation. If you're thinking about building your own engine, these two are an excellent starting point!
Taming the File System: PhysFS Keeping game assets organized can be a challenge, so I turned to PhysFS (PhysicsFS) to manage the Theory Engine's virtual file system. PhysFS makes it easy to access and organize game assets while supporting various archive formats. If you're looking to create your own engine, consider implementing PhysFS to save yourself a headache!
Streamlining Assets: The Asset Builder As game developers, we know how complicated asset management can get. That's why I built the Asset Builder—a custom tool that packages assets into a single, manageable file. It forms the basis of my asset pipeline, simplifying asset handling and making updates and deployment more efficient. If you're working on your own engine, developing a similar tool can be a game-changer!
Testing the Waters: A Pong Game To put the Theory Engine through its paces, I'm developing a classic Pong game. This simple project allows me to test the engine's fundamental features and fine-tune its performance. Starting with a basic game like Pong helps me concentrate on perfecting the engine's core functionality before tackling more complex projects. If you're building your own engine, consider using a similar approach!
Creating a game engine from scratch is no easy task, but working on the Theory Engine has been an incredibly rewarding experience. By using Vulkan and SDL for hardware abstraction, PhysFS for file system management, and a custom asset pipeline, I've laid the groundwork for a versatile game engine. If you're considering building your own engine, I hope my journey with the Theory Engine will provided some valuable insights and inspiration. Good luck, and happy coding!
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