I've seen people snark about game engines that do "too much" by calling them operating systems, but there are a lot of similarities, especially for ones that can run on game consoles. Game engines often provide their own multitasking schedulers, hardware abstraction, user interface primitives, and standard library for you to write programs with.
I think people have it backwards though, operating systems are just accidental game engines that don't go far enough.
A veure si recordo com funciona això
Seems garbage, but it isn't (totally) garbage https://mastodon.gamedev.place/media/uhT3lGnu0f-1eUZag7s
I'm onto something
the something grows https://mastodon.gamedev.place/media/2VIZU8o0YHUy-TV_Au4
btw, I have a something https://mastodon.gamedev.place/media/KTFepd_LHtuK3xpWER0
Also P.S.: Vulkan debug layers will catch all error you may be tempted to watch for OOPing Vulkan. Probably better that you whould.
Update: after a few fixes, the allocator seems to not be crashing on a trivial load.
I want something like this:
template<typename... Arg> EnumFlagList(EnumFlag enumFlag, Arg... others)
but all args being EnumFlags
It gets there, through recursion.
I have unity as one of mine and I don't use unity that much...
Generalist Programmer. Teacher.
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