I've started writing documentation for the engine and it's publicly available at https://publish.obsidian.md/ve. It's a work in progress, I'm working on it every night so check back daily for the latest updates.
My goal is for the engine to be intuitive to use, and provide plenty of examples to go with it. While this engine won't compete with Godot or Unreal, my hope is that it'll help you learn and experiment with OpenGL, multithreading, networking and much more.

Surprisingly I'm enjoying writing these docs. That might be because I'm cleaning up the code as I go, or because it feels like I'm making the code/engine 'official'.
I'm starting with the high level concepts (update loop, shaders, input, UI, etc) to cover the main features, and then I'll drill down into more specific features.
If you have any requests for what I document next, please let me know!
I'm also writing docs for Raytraced Audio here, if you haven't gained access to the demo or the Discord server yet, please sign up at https://vercidium.com/audio
VE = Vercidium Engine
RA = Raytraced Audio
July 1st
VE - mouse + keyboard input
RA - voices, interfaces
July 2nd
RA - Voice, SpatialisedVoice. Interfaces
July 3rd
VE - VertexBuffer, TypedVertexBuffer, Vertex buffers overview, vertex attribute strings, GL features
RA - voxel types, AudioContext, RaytracedAudioContext, bare minimum raytracing example code
July 4th
VE - animation example
RA - voxel data structure - AudioVoxel, AudioChunk, AudioMap, AudioVoxelType
July 5th
VE - screen recorder / animation rendering
RA - finished AudioVoxel/Chunk/Map data structure, fields and functions
July 9th:
VE - better docs for rendering to MP4
July 10th:
RA - revised startup docs, data-only mode, device selection, long sounds, leeching, Play3D arguments
July 24th:
RA - model to voxel conversion
Vercidium
2025-07-10 00:48:02 +0000 UTCThe Idea Junkie
2025-07-09 15:48:07 +0000 UTCJ19
2025-07-01 17:18:20 +0000 UTC