
Refactoring Kaban Engine: Debug Systems, UI, and Rendering
Since I “finished” working on the Clipper library, I decided it was time to refactor my game engine. The last time I touched it was almost six months ago, and when I opened the source code, my first instinct was to throw everything in the garbage and start over. One of the biggest issues I faced was the debug system. Originally, I had implemented a system inspired by Handmade Hero, and while I love how it was designed, it had dependencies on both rendering and asset management—something I wanted to eliminate. ...



