A game engine, built from scratch.
e2 is my second game engine, written in C++. I started it as a personal project after selling my first engine to a game studio — partly as a place to explore ideas that had outgrown the first one, partly because building engines is just what I do.
It covers most of what you'd expect from a modern AA–AAA engine: a full rendering stack, editor tooling, asset pipeline, physics, scripting. Not everything is complete, but the parts that exist tend to be interesting. I use it as a sandbox for rendering research, physics, and systems design — as well as prototyping a wide variety of gameplay ideas.
I write about it here. Some publications are technical deep-dives, others more math-heavy and academically rigorous, while some are more casual and tutorial-style. Most of them have interactive visualizations and realtime rendering previews.