At this point, I can take the project to the graphical world. In this post, I will describe how the engine is creating and handling the window. I will also introduce an early model of the shader program and a simple mesh to render a rectangle in the window.
In this post, I will not get to the point where I can show a graphical window. Before jumping to the graphical world, I will write about the basic design for the engine. This will only cover the entry point and the base Application class. Additionally, I will give an example of a component by implementing a logging service.
My previous post was an introduction to my first explorations in game engine development. In this post, I am laying down the foundation of the project. I will be using a tool that automatically creates Visual Studio solutions and Makefiles.
This post is the first one of a series of posts where I will document my learnings on Game Engine development.