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pyroxdd/README.md

hi, i'm stupid enough to work on my own game engine!

rules i follow
❌stable
❌memory safe
❌predictable
❌portable
❌safe
❌tested
❌planning
❌bounds checking
❌error handling

✅memory leaks
✅undefined behavior
✅works on my machine
✅-O3
✅segmentation faults
✅printf, the only debugger
✅improvisation
✅UDP
✅runtime errors
✅out of bounds memory access
✅race conditions
✅deadlocks
✅git push --force
✅ignoring compiler warnings
✅fatal error: too many errors emitted, stopping now

some of it is sarcasm, some of it is true!

tech i use
" > " = where i am in that category,
" >> " = something im currently focusing on,
anything above it means i already went through it,
anything below it means i am planning to look into it

engine/framework/language
  Unity, raw HTML/JS, Unreal, Godot, Monogame, Raylib, Bevy, SDL, Roblox Studio
> staying with SDL2, C++
  might try at some point: Vulkan, DirectX, SFML, GameMaker, GDevelop
tooling
  Git - Github
  Cmake
  Emscripten - WASM
> Lua
  Tracy profiler
networking
  basic client/server project
  tried raw UDP
  decided to stay with TCP
  sent spatially partitioned entity component data
> better dirty ecs component tracking to send only changes
  grid based server-side fog of war
  VPS?
  UDP again?
ecs
  entt
  serializable ECS components for networking/saving
  spatially partitioned collision detection with swept box cast
> linear and angular velocity
  more types of colliders, tilemap collider, SDF colliders?
rendering
  OpenGL/GLEW within SDL
  tried compute shaders, but will use webGL
  not using buffers as i should, but rather textures for everything (not ideal)
  single shader for everything (also not ideal)
  no separate thread (TPS = FPS)
  custom text rendering
  update/render thread separation + sub-tick interpolation
  using vertices and indices more, for visibility order
>>frame buffer understanding, making graphics editor
  VFX attempt
audio
  audio callback
> spectrogram
  OpenAL
  audio synthesis

progress updated November 4, 2025

discord: pyroxdd

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