Game engine architecture exploration
  • Go 91.5%
  • GLSL 7.3%
  • C 1.2%
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Aidan Haddon-Wright f0536625ee Bit the bullet and deleted a bunch of legacy rendering stuff. The engine
is now in a non-working state.
Other changes:
- The new renderer will now receive window dimensions per-frame. The
  automatic allocation system should pick up on window resizing
  automatically, however there is nothing to tell it to delete old
  sizes at the moment.
- Split the pass.Mask type into two parts. Node represents a single pass
  node, and Mask is a mask for multiple Nodes.
- Added per-renderable scissor support.
2026-10-12 22:03:12 +01:00
assets Working on a few different refactors in parallel: 2026-10-07 00:20:36 +01:00
cmd/example_runtime Working on a few different refactors in parallel: 2026-10-07 00:20:36 +01:00
e6 Bit the bullet and deleted a bunch of legacy rendering stuff. The engine 2026-10-12 22:03:12 +01:00
.gitattributes Removed asset references to "test_game", and have moved the example 2026-10-02 22:08:44 +01:00
.gitignore Unpacked the engine folder so that the project can act as a standalone 2026-10-02 21:40:00 +01:00
.mise.toml Updated module name 2026-10-02 21:49:08 +01:00
go.mod Updated module name 2026-10-02 21:49:08 +01:00
go.sum Unpacked the engine folder so that the project can act as a standalone 2026-10-02 21:40:00 +01:00