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.