wad

A custom C++ engine focused on real-time rendering, tooling systems, and high-performance iterative development.

Role: Engine Programmer
Team: 2
Engine: Custom OpenGL
Status: In Development
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Overview

Eclipsed is a custom-built C++ game engine developed to explore modern engine architecture, with a focus on rendering systems, tooling pipelines, and runtime design patterns.

The engine is built around rapid iteration. Systems can be modified and reloaded at runtime without restarting the application, enabling fast experimentation and development feedback loops.

Its architecture consists of three core layers: a modular OpenGL renderer, an entity-component system for gameplay logic, and an integrated tooling framework for debugging and editor workflows.

Key Contributions

  • C++ Runtime Reflection Enables data-driven development through compile-time registration of type metadata.
  • Asset Pipeline Sophisticated asset pipeline supporting editor-side raw file loading, binary packing, and game-side runtime asset management.
  • Editor Built a custom engine editor featuring tooling for scene editing, asset management, and rapid iteration of gameplay content.
  • Hot-reloadable Game DLL Implemented a hot-reloadable gameplay DLL system, allowing live code updates without restarting the engine.
  • Build Pipeline Implemented a configurable build system within the editor that packages assets and produces ready-to-ship game builds.
  • FMOD Audio Integration FMOD-based audio engine supporting 3D spatial audio, real-time mixing and playbacks.