Documentation for Shard3D (Open the wiki tab)
I have moved this project 3 times, it was first hosted on github, then gitlab, and then I cloned the repo and made it private. The latest version is closed source, however binaries will be made available once the engine is mostly feature ready. As the engine is undergoing many changes, a public binary is not available. As such, the documentation may be slightly out of date every revision.
- Github Shard3D (old version convention) v1.2.9.1-alpha
- Gitlab Shard3D (new version convention) v0.13.1-alpha
The engine has also undergone many changes, I first started this project back in late April of 2022, when I was 15 and had no C++ experience, and I had terrible programming skills. I initially started by blindly following the LittleVulkanEngine tutorial series by Brendan Galea, and later the Game Engine Series by Cherno (special thanks, this engine would not exist without them!)
I happened to start following LittleVulkanEngine just when the last tutorial series (as of now) was uploaded, and I was left alone to figure out what I would do. I had two options, I could either give up and do something else with my life (at the time I wasn't sure if computer science was a career I wanted to pursue), or I could do the biggest life investment I've ever done, and commit myself to learning the depths of game engine and graphics programming. Since covid had barely ended, I still very much had an indoors mentality, and I didn't think of doing something such as going outside for once. Nonetheless, despite the engine having started out as a joke project, it ended up leading the path to me entering university doing a CS bachelor, and founding Pyroshock Studios with a friend of mine.
My course changed a lot on this engine, at first it was mostly a rendering engine, but when I added scripting and physics, I started to turn it into a more useful engine. The horrible code patterns that stuck with my until last year however, made it extremely hard to work on, like massive editor classes with 3000+ lines that I could have written much cleaner, but it's a much too large undertaking to refactor everything without losing too much time, and at that point, I'd rather work on Shard3D 2.0, which is why I will work on Shard3D 1.0 alone until I've shipped a game with it. Despite the hardships of working on it, I've made much progress, and I've even participated on other projects like GP Direct (video created by the community of the Graphics Programming server showcasing a renderer/engine).
Progress has slowed down since I enrolled in university, however I still am hopefull about the future of my engine, and I also aim to promote raw performance back (instead of fake AI frames and crappy upscaling), and try to make my engine run on as much hardware as possible, with stunning graphics.