A fast, modern game engine — forged among the stars.
This is a personal pet project, with a lot of drafts, junk code, and experimental systems. I'm actively building core modules and polishing them one by one — this engine is in flux, and I like it that way.
Build a modern, high-performance game engine with:
- Data-Oriented ECS architecture
- Custom renderer (OpenGL → Vulkan/DirectX in future)
- Designed for large-scale open world space survival
- High-quality lighting, realistic planetary systems
- Future support for procedural galaxies, atmospheres, and space fog
- Cross-platform flexibility and full control over memory, rendering, and logic
- Entity Component System (ECS) with Data-Oriented Design
- OpenGL Scene Rendering
- 3D Models Loading (.obj)
- ImGui Integration
- Deferred Shading Pipeline
- Directional Light with Shadow Mapping (Ortho)
- Point Light Support
- Frustum Culling
- Level of Detail (LOD)
- HDR Rendering
- Object Selection (click-based picking)
- Outlines
- Custom Shader Injection for Drawables
- Custom Allocator for ECS
- Logs (stdout)
- Perspective Shadow Maps
- Skybox/Sky System (current version bad, will redo)
- [ ] Screen-space LOD (not just distance)
- Batcher (draft exists)
- Own 3D Math Library
- Custom Allocator for Assets (models, textures)
- Entity Actions System
- Precompiled Model Format
- In-Engine GUI (ImGui is great, but not ideal for runtime)
- Model Material Maps (Specular, Roughness, etc.)
- Skeleton Animation System (draft exists)
- 3D Normals Converter Tool (halfway working)
- Visual Utilities for Scene Editing (draft exists)
- Drag & Drop System (draft exists)
- SSAO (too slow, glitchy with fast movement)
- SSR
- Volumetric Fog & Clouds (with shadows)
- Depth Culling (draft exists)
- Logs to file
- Dynamic Mesh Support
- Vulkan & DirectX Render Backends
- Ray Tracing Support
- Grass Rendering System
The end goal is to support a massive procedural open world:
- Multi-scale planetary systems
- Dynamic lighting
- Volumetric atmospheres
- Scalable world streaming
- Custom physics
- Full control over performance bottlenecks
I'm not trying to make a “Unity alternative” — I want full control.
The code is messy, fast-evolving, and sometimes chaotic — but I’m keeping it fun and learning everything I can from it.
WIP screenshots / dev logs coming soon. Stay tuned!
To be decided. For now, free to view and learn from, not for commercial use without permission.