The Zero Engine

Devlog

The step-by-step record of building the foundation of a game from nothing. Each milestone lands when something you can see works, and every skill along the way is proven by a compiler. As sessions get recorded, each milestone below fills in with its nodes, the commit that made it, and the episode.

Every line is public and auditable

Season 1: The Machine & The Language

M1Hello, Machine

current

Text on screen, and the path from source to running process made plain.

In progress. First recording coming.

M2A playable game in the terminal

not started

A turn-based fight you can actually play. HP, damage, a win and a loss.

Not started. First recording coming.

M3How data really lives

not started

The memory shown in a debugger. The enemy array, and why the index starts at zero.

Not started. First recording coming.

M4I build the structures myself

not started

Benchmarks on screen. The array against the linked list, measured through the cache.

Not started. First recording coming.

M5The shape of a game

not started

The terminal game refactored into real types: Player, Enemy, World.

Not started. First recording coming.

Season 2: Pixels From Zero

M6The first pixel

locked

An SDL2 window and a framebuffer. One pixel lit by hand.

Locked until Season 1 ships.

M7The first triangle I drew myself

locked

A software rasterizer. A triangle drawn pixel by pixel, pure CPU, no GPU.

Locked until Season 1 ships.

M8Into the GPU

locked

The OpenGL pipeline. Shaders, the triangle on the GPU, 3D on screen.

Locked until Season 1 ships.

M9A 3D scene

locked

Textures, model loading, lighting. A lit 3D scene, built from scratch.

Locked until Season 1 ships.