Game Engine Framework with C++ (Learning Engine Architecture through Sokoban and Shooting Games)
If you want to understand game engines, building one yourself is the fastest way. This is a project-based course where you will implement the core structure of a console game engine using C++ and complete projects including Sokoban and a flight shooting game. It provides a perspective that allows for a deep understanding of the structures of the Unreal and Unity engines.
I'm sharing a series of articles that simplify and organize the rendering pipeline.
I am sharing a series of posts organized by each stage of the rendering pipeline.
I tried to explain terms like Vertex Shader, Rasterizer, and Pixel Shader by focusing on why the GPU evolved into this structure, rather than just providing simple functional descriptions.
I have also organized the content by connecting it to Draw Calls, CPU/GPU bottleneck structures, and game engine optimization.
I hope this is helpful for those studying the rendering structures of DirectX, OpenGL, Vulkan, Unity, and Unreal Engine.
https://ronniej.sfuhost.com/rendering-pipeline-series-guide/




