A sort of small engine implementing an entity component system.
It's for a game I'm not sure I'm going to make because I don't know if the idea is worth pursuing. I want more depth, perhaps. There's probably memory leaks here and there because I did this relatively off-the-cuff and not seriously. More of a learning goal perhaps. But it works well! There's no lag with 2000+ entities that are all somewhat complex, the collision system is robust and predictable. It's easy to add new components and entities because of the flexibility in the architecture.