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.
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
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.
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.
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.