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
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Runtime Reflection System Enables data-driven engine architecture, serialization, and editor tooling.Read breakdown →
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Asset Pipeline Converts raw assets into optimized runtime formats for the engine.Read breakdown →
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Hot-reloadable Game DLL System Enables real-time code iteration without restarting the engine.
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Custom Serialization System Lightweight format for engine and gameplay data.
Architecture Philosophy
The engine is built around a modular design where each subsystem operates independently with minimal coupling.
This allows systems to be replaced, extended, or redesigned without affecting the rest of the engine, making experimentation and iteration significantly faster.
The overall goal is to balance performance with flexibility, ensuring that systems remain both fast and easy to iterate on during development.