Developed a modular game engine framework in C++ conforming to the Entity Component System architecture. The project focuses on scalable engine design, reusable systems, and maintainable yet performant C++ code.
My Role : Engine Developer
Tech Stack : C++, SFML, SDL3, ImGui, CMake
Platform : Cross-Platform(Windows,Mac,Linux)
The ECS architecture separates entities, data components, and systems, allowing features such as rendering, input, animation, collision, and UI to remain independent and composable.
The framework uses design patterns including Factory for object creation, Observer for event communication, Command for input and editor actions, and Strategy for interchangeable subsystem behavior.
External libraries are used mainly for platform abstraction and development tools, while the core engine architecture, resource management, and system interactions are implemented in modern C++ using RAII, smart pointers, and clear ownership boundaries.
The project also includes ImGui-based tools for inspecting entities, editing components, managing assets, and previewing animations, along with Lua scripting support and cross-platform build configurations for Windows, Linux, macOS, Android, iOS, and WebAssembly.