Fimo Engine II: Module Lifecycle
Introduction It’s been a while since my last post, where I introduced a nice linker quirk 1, that allows us to collect a global list of resources, spanning multiple compilation units, at compile time into a single array. In this post, we will explore how we can utilize this trick to introduce the concept of a module, and how these can be combined to create a modular game engine. A lot had to happen behind the scenes, to bring this all together. Let’s start by answering the simple question: What is a module? ...
Fimo Engine I: Auto Registration
What is fimo Recently, I have started working on a small game engine, which I named fimo. By “recently” I really mean “a couple of years ago”, and “started” should really be understood as me constantly restarting from scratch once I encountered some major design flaw or started to get bored…nevertheless I now settled on an in my humble opinion, interesting core architecture, with many challenged ahead of me. Some might question the utility of having projects that I not only never intend to bring to completion, but even frequently restart. To them, I would say, you’re right. I’m sorry, how dare a man have some hobbies and not spend all of their time for their sustenance and the greater good? ...
Hello Blog
For some time, I have been thinking about starting a blog, where I can write down random ideas and thoughts that come to mind during the work on my projects. And now I have finally wrangled my way through the GitHub pages and Hugo documentations. To keep it short and simple, this blog will focus on journaling the problems, and hopefully the solutions, that I encounter during my work and side projects. ...