
Custom C++ ECS Engine
A custom 3D game engine built with C++ and OpenGL.
Year:
2025-2026
Timeframe:
5 Months
Tools:
C++, OpenGL, ImGui


Overview
MyEngine 3D is a custom-built, data-oriented game engine designed to explore the low-level complexities of modern rendering and architecture. Built from scratch in C++ and Modern OpenGL, it features a custom Entity-Component-System (ECS) for cache-friendly performance, a forward rendering pipeline capable of Shadow Mapping and Normal Mapping and a custom rigid body physics system with SAT collision detection, Lua scripting via sol2, and an in-game UI system with FreeType text rendering.
My Work
1. Custom ECS with cache-friendly dense component arrays and signature-based system filtering 2. Two-pass forward renderer with Shadow Mapping and Normal Mapping via TBN matrices 3. Rigid body physics with broadphase AABB + narrowphase SAT collision detection and MTV resolution 4. Custom binary mesh caching (.memesh) to skip expensive .obj parsing on repeated loads 5. Lua scripting via sol2 with per-entity environments and hot-reloading at runtime 6. Runtime UI system with FreeType text rendering, ECS-driven components, and Lua-bound button callbacks



