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A perspective on Sweet Dreams of Destruction.

Hello! I'm Deklyn Palmer, one of the three programmers who worked on Sweet Dreams of Destruction!


To start off, this post is really about my contribution to the project and mainly what I worked on.


Let's start off with Kross Engine, most if not all of my interactions with the engine was base foundations and the render pipeline. The base foundation included the application loop which was a complex system, it ran update and render calls each frame. This system to begin with was quite simple and effective, of course as the project grew this particular system started to show cracks in its performance, which was iterated over as time went on and new features were introduced. Most of the other base foundation systems were Scene management, OCS (Object Component System) and handling of object deletion and creation.


The Render Pipeline was a system that looking back at it, is a system I am very proud of and enjoyed creating (even though there were times it wasn't working). The render pipeline was very strict in terms of where and how things were rendered, for instance; particular layers would be used for specific purposes. Those layers being Fluid and UI, these layers were only used for a specific purpose; Fluid being for liquids only and UI being for Text Renderers, if any other component were to be passed, it would simply move on and disregard the component it had been passed. But other than that though, it was quite a strong Renderer and I spent a lot of time optimising it. Making it as fast as I possibly could.


In terms of the Rendering side of things, funnily enough I did pretty much all of the art in the game. From background mountains to Marshal Mellow himself.





In conclusion to the project, I'm very proud of it and an enjoyable experience.

Working with Jake and Chris was a tremendous experience and can't wait to begin the next game we work on!


Thank you for reading!

Deklyn Palmer

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