My name is Dmitry. I am the developer of Verus Engine.
Since childhood I have been fond of video games. Thanks to them, I got acquainted with the basics of programming and 3D graphics.
Since 2007, I have been working to vary degrees on my engine for making games. I managed to display first triangles on screen by using Direct3D 8. Additionally I studied D3D9, OpenGL, D3D11. Now I actively use Direct3D 12 and Vulkan libraries.
I develop the Verus Engine alone. Therefore, it is extremely crucial for me to write clear code, use familiar terms and not create overly complex interactions. As the saying goes, keep it simple. It is important to be able to quickly understand a method or structure, even if they were written a year ago.
I hope you enjoy using Verus Engine as much as I enjoy developing it.
By the way, you can support me on Patreon.
Verus Engine has no limits
You can make any game or software with Verus Engine. There are no genre, size nor scene complexity limitations, other than those, which are imposed by the user's hardware. You can manipulate triangles, write your own shaders, bind any pipeline state object. And, because the full source code is available, you can work directly with Direct3D 12 and Vulkan objects or even write your own renderer. And if you like high-level stuff, you can use high-level abstractions like terrain, scene, user interface or characters.