I’ve been on a journey recently of trying to get nvim, cmake, msvc, and ninja to all play nicely together, while trying to keep build scripts and configurations cross platform. So here’s how I make it so that I can throw open any wt terminal and immediately run build commands without having to do any…
The Brane Roadmap (as of 2024/12)
Wow, I did not expect my latest video to do as well as it did, I’ll be honest I didn’t get anywhere close to the amount of work I wanted to do done last week because of how in-shock I was. But I can stare at YouTube stats forever, what happens next? First I want…
WASM needs better debugging
This is a rant, you have been warned. I recently was messing around with Binaryen as a possible alternative to LLVM, I always find that the best possible way to learn the true capabilities of something is to quickly try to use every feature you need at once. For me this meant setting up a…
Is Text Based Programming Outdated?
Let me start out by saying, if I could justify writing in assembly code, I would. I am no lover of node-based scripting systems, for the most part because I’m often doing extremely complex stuff that would never lend itself well to a node based system. HOWEVER There are some places that node based systems…
LLVM stuff I couldn’t find good examples for.
While venturing into the world of LLVM I had trouble figuring out a couple of things, most of the time because people would show IR but not the actual api calls to get there. So I decided to set up this page as a reference for myself and others for things that seem a little…
Implementing C++ tuples from scratch
I’m currently in the process of writing my own c++ inspired embedded scripting language for the game engine I’m working on, and the current feature that I’m working is implementing templates. Hopefully it’ll make it so that engine ECS api code is much cleaner. Anyway, while working on this I realized that at some point…
Brane Engine Weekly Update #5
We now have rendering in the editor my friends! After an entire week of refactoring the graphics backend, one of the most important features of the engine is fully functional. It could have been done faster if I just set up clipping plains on a hardcoded render pass, but I wanted to fully refactor everything…
Brane Engine Weekly Update #4
Hello everyone, there are pictures this time! This week’s big update is: Things will start happening again. I’ve finished the lion’s share of the reactors I wanted to do to the stuff I’ve already built so visible progress will be made once again. First off, due to the reactors mentioned in the last update and…
Brane Engine Weekly Update #3
Hi everyone, welcome to the weekly update that took a month and a half since the last update to get published! My excuse is a new job and the start of a new school semester and it took me a bit to get my schedule back into order. But we are back with (hopefully) weekly…
BraneEngine Weekly Update #2
Much less work happened on BraneEngine than in the last few weeks. The end of the semester is approaching fast so I’ve been working on planning that out and finalizing an internship. But I still did get some work done. The first half of the week was spent trying to fix a single bug. Whenever…