Challenge
Needed deeper control over rendering internals and frame pacing than off-the-shelf engines provide.
A Vulkan-first engine rewrite focused on architecture, modularity, and long-term maintainability.
Category
Game Development
Stack
Needed deeper control over rendering internals and frame pacing than off-the-shelf engines provide.
Built a custom Vulkan renderer, resource pipeline, and scene loop from scratch while keeping strict project structure, CMake workflows, and dependency hygiene.
Produced a reusable graphics foundation and implemented advanced C++ smart-pointer internals with CAS-based promotion and co-allocated control blocks.