NEngine
This is my personal game engine. It is a continuos work in progress.
Project Details
I have started this project to learn internals of game engine. The main goal is to have a firm understanding on how core engine systems work under the hood.
I have got a good grasp of how engine systems work by creating most of the systems myself. Sure most of what I have implemented is not robust and probably has significant performance issues, but nevertheless I have got an understanding of how those various engine systems work. I have implemented simple ECS, input processing, camera movement, simple math library and math library wrapper for DirectXMath, added support for gLTF 2.0 models, there is a simple collision detection, primitive audio output with XAudio2 and unfinished PBR. You can find this implementation on dx11 branch.
Currently the active branch is vulkan branch. I would like to move from platform specific GAPI like DirectX 11 to platform independent GAPI like Vulkan. To support multiple platforms I have decided to use platform independent SDL2 library that will help to initalize window and process user input.