THE SPHYNX
CASE STUDY

Hubris Engine

A Vulkan-first engine rewrite, written deliberately as an architecture exercise: clearer module boundaries, strict dependency hygiene, and a renderer built from scratch.

Category

Graphics & Engine Architecture

Stack

C++VulkanCMakeGLSLGame Engine

Challenge

Needed deeper control over rendering internals and engine architecture than off-the-shelf engines provide.

Plus a rebuild of an earlier codebase with clearer module boundaries.

Approach

Rewrote the engine in C++20 around a Vulkan backend, a resource pipeline, and a scene loop.

Kept the engine core, the IO layer with its virtual filesystem, and a separate sandbox target apart, and held the build to strict CMake and vcpkg dependency hygiene.

Outcome

Built as a deliberate practice project: a structured engine core with a Vulkan backend, shaders, an IO layer with a virtual filesystem, and a documentation site.

The scripting API, multithreaded rendering workflows, plugin architecture, and additional graphics backends are still on the roadmap.