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humidifier-dev
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First introduction for my current project - 2D survival-story game in handmade style.

I've never released a complete game on my own and it's time to change it. I also want to improve my current knowledge about game programming. I like playing survival games but there is no "perfect" survival game for me. They usually only have some parts that I like. So this game is a great opportunity to learn new stuff and try myself as game designer and see how I can combine all the stuff I like in one game.

This game is built in classic handmade style. I have a platform layer that manages all platform specific stuff and I have a game dll with engine and game code. All is written in C++ in a C style

Libraries that I use:

  1. Vulkan - rendering API
  2. stb image and stb font
  3. Dear imgui - debug visualization.
  4. Premake - build setup for C++

What is already implemented:

  1. Batch rendering for tile map.
  2. Some ui and font rendering with ui debugger that can pick elements
  3. AABB collision sweep for tile map and player
  4. Asset system for getting textures
  5. Quality of life features such as dll hot reloading, memory arenas and debug shape rendering

First introduction for my current project - 2D survival-story game in handmade style.

I've never released a complete game on my own and it's time to change it. I also want to improve my current knowledge about game programming. I like playing survival games but there is no "perfect" survival game for me. They usually only have some parts that I like. So this game is a great opportunity to learn new stuff and try myself as game designer and see how I can combine all the stuff I like in one game.

This game is built in classic handmade style. I have a platform layer that manages all platform specific stuff and I have a game dll with engine and game code. All is written in C++ in a C style

Libraries that I use:

  1. Vulkan - rendering API
  2. stb image and stb font
  3. Dear imgui - debug visualization.
  4. Premake - build setup for C++

What is already implemented:

  1. Batch rendering for tile map.
  2. Some ui and font rendering with ui debugger that can pick elements
  3. AABB collision sweep for tile map and player
  4. Asset system for getting textures
  5. Quality of life features such as dll hot reloading, memory arenas and debug shape rendering