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Building fireEngine with a cleaner design

An introduction to the fireEngine devlog and how each engine release will connect working source code with a technical deep-dive.

Building a 3D engine is a long chain of choices. The final code shows what works, but it rarely captures why one design won, which experiments failed, or what trade-offs only became visible later.

This devlog is where those details will live.

The companion fireEngine tutorial repository will keep the working source. Each meaningful engine release will have a matching post here that explains:

  • the goal for that release;
  • the architecture and implementation choices;
  • the bugs, profiling results, and unexpected constraints;
  • how to build or explore that exact version; and
  • what the release unlocks next.

That pairing should make the project useful in three ways: as an engine that evolves over time, and as a practical record of how a renderer grows from its first frame into a larger 3D system, and as a cleaner refactor of my fireEngine repo.

The first release will get us setup with building the most basic Vulkan process.

This post is licensed under CC BY 4.0 by the author.