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PRJ-04 // C++ GAME ENGINE

Chinatsu

A game engine built from scratch to master C++ and graphics the hard way.

timeline

2024 — 2025

status

in development

links

C++17/20OpenGL / VulkanSDL2

// the problem

Off-the-shelf engines hide their internals. The only way to truly understand game-engine fundamentals is to build the core systems yourself — renderer, scene, physics, all of it.

// what i built

  • Core engine systems from scratch in modern C++17/20, leaning on advanced language features for performance.
  • Rendering track targeting physically-based rendering, custom shaders and lighting techniques on OpenGL/Vulkan.
  • Scene management with object hierarchies and real-time interaction; basic physics & collision detection.
  • SDL2 for windowing and input; scripting support on the roadmap.

// impact

  • 千夏 — “a thousand summers”: named after Chinatsu Kano from Ao no Hako, a personal pledge to pursue mastery with the same determination.
  • A public, honest record of learning complex graphics programming in the open.
  • Sharpens exactly the C++ muscle that paid off in embedded firmware work.