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A game and rendering engine written in Rust. There are many like it, but this one is ours.
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3 days
load a nontrivial model and render it with a texture
HEAD
main
Irene Knapp
5 days
depth buffer
Irene Knapp
5 days
draw a second square
Irene Knapp
5 days
pull the shader data stuff into its own file
Irene Knapp
6 days
draw the image
Irene Knapp
6 days
load a texture image
Irene Knapp
6 days
add Transformation::look_at()
Irene Knapp
8 days
add an fps counter
Irene Knapp
8 days
it spins!!!!
Irene Knapp
12 days
use an index buffer now, and draw two triangles
Irene Knapp
12 days
don't rely on having shared memory
Irene Knapp
12 days
abstract buffer management
Irene Knapp
14 days
allocate and use a vertex buffer
Irene Knapp
14 days
don't draw when minimized (nice and easy)
Irene Knapp
14 days
okay, reinitializing for window changes works now
Irene Knapp
14 days
make most of the associated functions into file-level functions
Irene Knapp
2026-07-09
move all the window dressing stuff into its own file
Irene Knapp
2026-07-09
move all the PermanentGraphicsState stuff into its own file
Irene Knapp
2026-07-09
move all the permanent graphics state init into the impl
Irene Knapp
2026-07-09
move all the window dressing init logic into impl WindowDressing
Irene Knapp
2026-07-09
move the details of dropping WindowDressing into a new function
Irene Knapp
2026-07-09
move all the window dressing initialization into its own function
Irene Knapp
2026-07-09
new Permanent struct
Irene Knapp
2026-07-09
roll init_surface() into init()
Irene Knapp
2026-07-09
combine init_vulkan_entry and init_vulkan_instance into init_vulkan
Irene Knapp
2026-07-09
only compute queue family indices once
Irene Knapp
2026-07-09
removed all the bundled-up return-value structs
Irene Knapp
2026-07-09
slightly change how SwapchainFeatures is used
Irene Knapp
2026-07-09
move a lot of stuff into a new struct WindowDressing
Irene Knapp
2026-07-08
simplify drop()
Irene Knapp
2026-07-07
reorganize init logic for clear lifecycles
Irene Knapp
2026-07-07
fix string lifetime issue
Irene Knapp
2026-07-06
add a build.rs that calls glslang
Irene Knapp
2026-07-06
render a few frames at once
Irene Knapp
2026-07-05
TRIANGLE
Irene Knapp
2026-07-05
successfully instantiate the render pipeline
Irene Knapp
2026-07-04
load compiled SPIR-V bytecode (yay)
Irene Knapp
2026-07-04
create swapchain images and image views
Irene Knapp
2026-07-04
create a swapchain (when supported)
Irene Knapp
2026-07-04
add a Vulkan surface, and a presentation queue pointing to it
Irene Knapp
2026-07-04
connect to a GPU ("device")
Irene Knapp
2026-07-03
logic to select a GPU
Irene Knapp
2026-07-03
okay, we get debug messages for instance creation/destruction now
Irene Knapp
2026-07-03
Vulkan debug messager (yay)
Irene Knapp
2026-07-03
oops the state thing works now, and added portability flags
Irene Knapp
2026-07-03
better managing of state
Irene Knapp
2026-07-02
create Vulkan instance
Irene Knapp
2026-07-02
initial
Irene Knapp