Thanks.
I'd really like to work more on my hobbyist projects but I am currently programming 7,5h a day at work which really just is.. enough.. for a day. So I can only work like few hours a weekend on my own projects nowadays, which sucks tbh.
Here's something that I've very slowly been working on; rewriting that whole 3D game engine of mine using C++. It was written in Java with the help of LWJGL3, I hit a point at which I started wondering why I chose Java and decided that it's just the best to write the whole thing from scratch using C++, not only will it enable it to be very, very portable across different platforms but also it'll be slightly more efficient, it will be easier to talk to the GPU than it is from a Java program and the whole thing will be way more efficient because I can very clearly debug and monitor the code to see the exact bottlenecks. Also I like the syntax better, operator overloading, the freedom to choose whether to pass things by reference or value, etc. Many, many reasons to not use Java for this kind of purposes.
I'm using GLFW3 for windowing, Glad for OpenGL bindings and GLM for math (In the Java engine I used my own math classes, but this time I had to choose GLM because there's no reason to try and compete with it's speed, GLM is very highly optimized). Currently the C++ version is in a very early stage, I've only implemented most of the required math functions / classes and a bit of the OpenGL side of things. I can render a GUI and do some fancy math stuff, that's pretty much it. Next step will be writing classes for shaders / textures / framebuffers / cubemaps / whatever and this time I'm going to put a lot more thought into abstracting those things, since my Java engine had a lot of issues in the ways I modeled things, especially the way I handled multiple texture attachments for single framebuffer objects was very sloppy.
https://dl.dropboxusercontent.com/u/...09-2247-39.mp4
I'm quite tired so my english writing may be sloppy, sorry about that.