Starlight Engine:
Starlight engine is a custom engine built entirely in C++ using the OpenGL API “Azul” and a custom DirectX 11 API written by myself. Over a period of 22 weeks, the engine was built from an object oriented prospective and rather than component based. Game objects became quite robust and only “registered” for the systems it needed to use. Such as “Drawable”, “Updatable”, “Collidable” and “Inputable” to name a few. This architecture allowed for each object to only use what it needed and to not have an extra overhead.
A big part of the engine was the detailed tiered collision system. Each object could have an OBB/AABB/Bounding Sphere volume, and each “group” of reigereted objects could as well be one of aforementioned volumes. This system allowed for fast collison calculations and early aborts. One of the other large parts the ability to have seamless scene swapping as well as a complete 2D sprite system. Other systems include an alarm system, a input system that allowed for multiple inputs in a given frame. Debugging methods were also included such as the ability to walk frame by frame and the ability to swap textures, shaders and lighting effects at runtime.