Previous Post

Vercidium Engine 1.0

Next Post
Vercidium Engine 1.0
1 / 9
DESCRIPTION

Full-res images and bonus videos are available here.

Over the past 3 months I have reworked this engine into something that's fun and easy to use. OpenGL can be very tedious and my goal is to help you understand and enjoy using it.

The ultimate test of this engine's production-readiness was if it could power an actual game, so I began porting Sector's Edge over to this standalone engine.

This was a huge task (12,000+ errors in Visual Studio at one point), but it was a success. Sector's Edge also received a performance boost from 180 up to 280 FPS by using the same forward rendering approach that the low-poly forest project uses. I'll share more about on this on my next post!

As the Sector's Edge port was a success, I am labelling this the 1.0 version of the Vercidium Engine. This is a huge milestone, and while the engine is not complete, it is much more performant and easier to use than before.

This is a huge post - Patrons can also read it on GitHub with nice code formatting - so I'll include a summary of it first:

Upgraded from .NET 7.0-windows to .NET 8.0 - potentially runs on Linux too

Shaders:

Hot reloading - edit a shader, save the file and watch the graphics update in real time. Demo here!

Type-safe uniforms

Inheritance and removed duplicate code

Automatic texture units/bindings

Shadows

Much faster rendering

Stabilised shadows (no flickering)

Layered rendering

UI

Hugely refactored and optimised

Easy to use

Multithreading

Async texture transfers

Triple buffering

Networking

ENet fundamentals

Lag compensation

Packet delay detection

3D models

Multithreaded model loading

New file format (smaller, faster to load)

Vertex Buffers

Removed duplicate code

Focus on robustness + safety

Attribute helpers

Textures

Removed runtime mipmap generation (hugely faster startup time)

Vulkan

Basic vulkan demo

Miscellaneous

F12 to take screenshots

Removed unnecessary ref on parameters

Huge refactor and cleanup

I started formatting the full post here, but it looked terrible as Patreon doesn't support code blocks. Instead I've taken a screenshot of the entire PR from GitHub and uploaded it here.

For Patrons with access to GitHub - I will merge this PR soon as I'm double checking all the projects, animations and demos are intact. If you have forked this engine and need help porting your code to the new version, please leave a comment or message me here on Patreon.

Goals

There are still many 3D rendering concepts that I haven't even touched yet, so I sat down and wrote a list of everything that I'd love to learn.

Some of these will be achieved in 2025, and others (inverse kinematics!) will take much longer, but I am keen to learn.

Cloth / banner physics

Depth of field blur

DLSS + FSR2 upscaling methods

Compute shaders (e.g. for crepuscular ray average)

Blender workflow - automatically export models and have them reload in the engine in real time

Inverse kinematics (so character's feet line up with the terrain)

Raytraced audio (as a standalone product, potentially Godot / Unreal plugins)

High quality ambient occlusion

Optimised OGG audio decoder

Vertex pulling using SSBO's

Virtual shadow maps

Thank you to everyone who supports me here on Patreon. I have many more videos, posts and free code demos in the works and I hope you enjoy them.

vercidium PATREON 2 favs
VIEWS1
FILES9 files
POSTEDDec 17, 2024
ARCHIVEDJun 10, 2026