<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>GameEngine on Siddharth Mishra</title><link>http://brightprogrammer.in/tags/gameengine/</link><description>Recent content in GameEngine on Siddharth Mishra</description><generator>Hugo</generator><language>en</language><lastBuildDate>Fri, 01 May 2026 20:09:23 -0700</lastBuildDate><atom:link href="http://brightprogrammer.in/tags/gameengine/index.xml" rel="self" type="application/rss+xml"/><item><title>Game Engine Series [0x0003] - Creating A Simple Window</title><link>http://brightprogrammer.in/posts/game-engine-series-0x0003/</link><pubDate>Wed, 15 Sep 2021 15:20:00 +0000</pubDate><guid>http://brightprogrammer.in/posts/game-engine-series-0x0003/</guid><description>&lt;p>In this post, we will setup our first window, that will present our rendered images on the screen. We will use &lt;a href="https://libsdl.org/">SDL&lt;/a> for this. You can use other windowing libraries like &lt;a href="https://glfw.org/">GLFW&lt;/a>, &lt;a href="https://qt.io/">Qt&lt;/a>, etc&amp;hellip; This dependes on what functionality and how much of it you want and the most important factor of them all is how much you are comfortable with the API of the library/utility you are using. I&amp;rsquo;m comfortable with &lt;a href="https://libsdl.org/">SDL&lt;/a>, plus, &lt;a href="https://www.unrealengine.com/en-US/">Unreal Engine&lt;/a> uses it too. One more plus point with SDL is that it runs of many platforms :&lt;/p></description></item><item><title>Game Engine Series [0x0002] - Introduction To Vulkan API</title><link>http://brightprogrammer.in/posts/game-engine-series-0x0002/</link><pubDate>Sat, 11 Sep 2021 14:12:31 +0000</pubDate><guid>http://brightprogrammer.in/posts/game-engine-series-0x0002/</guid><description>&lt;p>This post will be on introduction to Vulkan API. We will try to get an idea of how Vulkan Loader works, look at some common definitions and some other interesting things! So, let&amp;rsquo;s begin by asking what is Vulkan?&lt;/p>
&lt;h3 id="what-is-vulkan-">What is Vulkan ?&lt;/h3>
&lt;p>Vulkan is a fast, new and modern 3D graphics programming API. The initial release was about 5 years ago and it is now used my many games and game engines. Vulkan is largely based on the Mantle API, which was initially made by AMD. It is written purely in C and supports many platforms like : Android, Linux, Fuschia, BSD Unix, QNX, Windows, Nintendo Switch, Staida, Tizen, macOS, iOS, Raspberry Pi. It is licensed on &lt;a href="https://www.apache.org/licenses/LICENSE-2.0">Apache License 2.0&lt;/a> which means we can use it too.&lt;/p></description></item><item><title>Game Engine Series [0x0001] - Project Setup</title><link>http://brightprogrammer.in/posts/game-engine-series-0x0001/</link><pubDate>Fri, 10 Sep 2021 13:10:16 +0000</pubDate><guid>http://brightprogrammer.in/posts/game-engine-series-0x0001/</guid><description>&lt;p>In this post we will setup our project directory for development. There is no &lt;em>hard and fast rule&lt;/em> to setup project directory structure and this one will be based on my past experiences. We will be using the following things (for now) :&lt;/p>
&lt;ul>
&lt;li>&lt;a href="https://www.vulkan.org/">Vulkan Graphics API&lt;/a>&lt;/li>
&lt;li>&lt;a href="https://www.libsdl.org">SDL (Simple DirectMedia Layer)&lt;/a>&lt;/li>
&lt;li>C++ Compiler (Clang or GCC)&lt;/li>
&lt;li>&lt;a href="https://cmake.org/">CMake Build System&lt;/a>&lt;/li>
&lt;li>A Good Text Editor (I&amp;rsquo;ll be using &lt;a href="https://code.visualstudio.com/download">VSCode&lt;/a>)&lt;/li>
&lt;/ul>
&lt;p>The list may grow in future for things like allocators, logging systems, image loader, 3D model loader etc&amp;hellip;&lt;/p></description></item></channel></rss>