A bit more context on the project and where it’s at right now:
This is a learning-first engine,
The focus so far has been on core architecture: ECS design, render loop, system boundaries, and data flow.
Renderer is OpenGL 4.1, mainly for portability and debuggability; not aiming for cutting-edge features yet.
Physics uses Jolt, audio via miniaudio, with a simple asset pipeline and hot-reload experiments.
Current limitations / things I’m unsure about:
ECS ergonomics vs raw performance trade-offs
Renderer abstraction depth (how far to generalize without over-engineering)
Build times and compile-time vs runtime cost in modern C++
What systems are worth fully building vs stubbing early (animation, scripting, editor tooling)
If you’ve built engines, renderers, or large C++ systems before, I’d especially love:
Architecture critiques
“I regret doing X early” lessons
Suggestions on what to simplify or throw away now
Happy to answer any technical questions — thanks for taking the time to look.
A bit more context on the project and where it’s at right now:
This is a learning-first engine,
The focus so far has been on core architecture: ECS design, render loop, system boundaries, and data flow.
Renderer is OpenGL 4.1, mainly for portability and debuggability; not aiming for cutting-edge features yet.
Physics uses Jolt, audio via miniaudio, with a simple asset pipeline and hot-reload experiments.
Current limitations / things I’m unsure about: ECS ergonomics vs raw performance trade-offs Renderer abstraction depth (how far to generalize without over-engineering) Build times and compile-time vs runtime cost in modern C++ What systems are worth fully building vs stubbing early (animation, scripting, editor tooling)
If you’ve built engines, renderers, or large C++ systems before, I’d especially love: Architecture critiques “I regret doing X early” lessons Suggestions on what to simplify or throw away now Happy to answer any technical questions — thanks for taking the time to look.