Project Overview
Built entirely from scratch in modern C++, this engine serves as a professional-grade technical showcase for high-performance graphics and scalable software architecture. Designed with deep memory management and CPU-cache efficiency in mind, the system demonstrates an advanced mastery of the modern rendering pipeline.
Advanced Graphics & Lighting
The engine utilizes cutting-edge real-time graphics techniques to bring scenes to life with natural lighting and stunning visual fidelity.
Real-time Global Illumination
The standout feature is a voxel-based Global Illumination system. Unlike static lighting, this system calculates indirect light in real-time using voxel cone tracing. This allows for dynamic color bleeding between surfaces and natural ambient propagation that responds instantly to scene changes.
Advanced Lighting: Real-time GI with wall color bleeding and emissive HDR bloom.
Wireframe Analysis: Visualizing underlying mesh structure and ECS collision volumes.
Core Systems Architecture
Entity-Component-System (ECS)
To ensure maximum scalability, I architected a custom ECS from the ground up. This data-oriented design moves away from heavy OOP inheritance, using type-safe component storage and efficient entity registries. This results in significantly higher performance when managing thousands of active game objects.
Advanced Physics System
The integrated physics system handles real-time object collisions, Newtonian gravity simulation, and mass-based interactions. It features realistic bounce and friction calculations, alongside height-mapped terrain collision detection.
Procedural Terrain & Materials
Terrain is generated in real-time using multi-octave noise functions and height mapping. The material system supports Physically-Based Rendering (PBR), allowing for realistic metallic and roughness properties, complemented by a centralized shader manager for runtime switching between techniques.