
Custom C++ 3D Engine & Luau VM
Developed a custom low-level 3D game engine using Vulkan API with a strict focus on Data-Oriented Design. Focused on a low-overhead Vulkan rendering pipeline, emphasizing Data-Oriented Design (DOD) to maximize CPU cache spatial coherence. The Entity Component System (ECS) architecture, implemented using the EnTT library, was utilized for the deterministic separation of game state and logic, enabling high-performance, zero-cost iteration over massive structural datasets. Built a non-linear scene graph based on spatial relational components and integrated it with the continuous collision detection engine of the ReactPhysics3D library. Dynamic spatial transformations are reconciled via a custom three-phase pipeline (kinematic propagation, numerical physics update, and upward verification pass for raycasting vectors). The native runtime was extended with a fully sandboxed Luau VM with asynchronous function binding, enabling safe behavior hot-reloading in real-time without re-linking binaries. Tooling includes runtime dynamic type reflection, allowing the custom ImGui-based editor to automatically instantiate inspector panels and explorers for arbitrarily declared, memory-allocated components. Real-world durability is achieved via a custom snapshot serialization algorithm coupled with a heap manager abstraction that restores deserialized stale pointers within the physics engine.
