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Vercidium Engine - Documentation

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Vercidium Engine - Documentation
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DESCRIPTION

I've started writing documentation for the engine and it's publicly available at https://docs.vercidium.com/ve/Startup/Getting+Started.

My goal is for the engine to be intuitive to use, and provide plenty of examples to go with it. While this engine won't compete with Godot or Unreal, my hope is that it'll help you learn and experiment with OpenGL, multithreading, networking and much more.

Surprisingly I'm enjoying writing these docs. That might be because I'm cleaning up the code as I go, or because it feels like I'm making the code/engine 'official'.

I'm starting with the high level concepts (update loop, shaders, input, UI, etc) to cover the main features, and then I'll drill down into more specific features.

If you have any requests for what I document next, please let me know!

I'm also writing docs for Raytraced Audio here, if you haven't gained access to the demo or the Discord server yet, please sign up at https://vercidium.com/audio

Changelog

VE = Vercidium EngineRA = Raytraced Audio

July 1st

VE - mouse + keyboard input

RA - voices, interfaces

July 2nd

RA - Voice, SpatialisedVoice. Interfaces

July 3rd

VE - VertexBuffer, TypedVertexBuffer, Vertex buffers overview, vertex attribute strings, GL features

RA - voxel types, AudioContext, RaytracedAudioContext, bare minimum raytracing example code

July 4th

VE - animation example

RA - voxel data structure - AudioVoxel, AudioChunk, AudioMap, AudioVoxelType

July 5th

VE - screen recorder / animation rendering

RA - finished AudioVoxel/Chunk/Map data structure, fields and functions

July 9th:

VE - better docs for rendering to MP4

July 10th:

RA - revised startup docs, data-only mode, device selection, long sounds, leeching, Play3D arguments

July 24th:

RA - model to voxel conversion

vercidium PATREON 2 favs
VIEWS1
FILES2 files
POSTEDJul 1, 2025
ARCHIVEDJun 10, 2026