Phase 1: Core System: Windowing, Loop, Logging


Phase 1 Complete:

Phase 1 Preview
A screenshot of Vow Engine in its current state!

That's right folks, I have successfully got the engine running in its own executable with ImGui and SDL! Not only that, but I've implemented a basic console window, toggleable via the Grave Accent key ("~" / "`"). That means we've successfully completed our first checklist, shown below:

Checklist Screenshot

A view of the Phase 1 Checklist from the Vow Engine Milanote Board.

Up Next: Phase 2 - Rendering

In Phase 2, we plan to:

  • Initialize OpenGL
  • Set up clear screen and viewport handling
  • Load and compile shaders (vertex/fragment)
  • Render a test triangle (Hello Triangle!)
  • Create texture support (load from image)
  • Render texture quad
  • Create camera system (projection and view matrix)
  • Support for batching 2D/3D geometry
  • Support Render Layers (UI, Game, Debug)
  • Add basic frustum culling

We hope you’ll follow us on this journey!

A huge note: Vow Engine has only recently started development. That means the expected full release is roughly 2 to 3 years from now — with a target date of July 1, 2028. I know it's a long road ahead, but if you join us early, you'll be part of something built from the ground up.

If you're curious about licensing, the goals of the project, or how you can get involved — don’t worry, a full FAQ post is here!

Thanks for your time,

— Vow Interactive

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