That’s a lot to cover in one post. Basically, I want to talk some about these things together as they relate to my Kohi Game Engine Series on YouTube. In case you’re not aware of it, it’s a series I am hosting where I am building a game engine from the ground up completely in C, using Vulkan as a rendering backend (at least initially). I’ve answered some of what is discussed here on video, but I’ll break this down a bit more in detail here. Disclaimer: Please note that everything contained here is my opinion. If you disagree, that’s fine. I’m not saying you have to agree with me. It’s not a “my way or the highway” situation here. I’m also not going to say I’m an expert on any of this. This is merely an overview of my […]
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