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rogue

A voxel engine that will be used for a future game. It follows a similar architecture to other GUI based engines with a separate editor and runtime binary with project support, though game code is currently statically linked making this engine not easily usable by others.

Because dynamically linked game code isn't a priority for me, I'll start pushing changes to a private repository once the game assets and code matures more but will use git-filter-repo so all changes to the engine/editor/runtime are still up to date here.

Editor Overview

Useful environment variables

ROGUE_GFX_DEBUG=1 to enable Vulkan validation layers and graphics device error reporting.

RUST_LOG=log_level to change the current logs being displayed, usually log level is info or debug.

Profiling/Debugging

I like to use samply and its just samply record target/debug/[binary] and you get browser-based flamegraph for cpu perf profiling. heaptrack is also nice for memory profiling like seeing memory leaks and allocations. Should also use "--profile dev-noopt" when debugging so variables don't get optimized out and panic messages have all line numbers.

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A voxel engine that will possibly be a game?

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