A C++ game engine I spent roughly a decade building from scratch — full rendering pipeline, sophisticated editor, asset pipeline, and quality at a level comparable to commercial engines. Sold to an AA game studio. I can't say more than that.
My second engine, started after selling the first. Fully owned. Covers most of what you'd expect from a modern AA–AAA engine and already exceeds the first in quality and depth, though it's not complete. I use it as a sandbox for rendering research, physics, and systems design — and I write about it.
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