unnamed
Active development

unnamed

A 3D game engine built from scratch in C++ with a deferred OpenGL renderer, ECS architecture, Jolt physics, an integrated editor, and support for multiple graphics APIs.

c++opengljoltflecsfmodimgui
AI Disclaimer

Claude was used to write all summaries before March 2026, based on git commits and logs

Latest demo
Dev stages
Sep 2025 ✓ Done DEMO VIDEO

First Triangle

The classic graphics milestone. Set up GLFW window creation, an OpenGL context, and a shader compilation pipeline with error reporting. Vertex and index buffers feeding a minimal shader — the renderer takes its first breath.

Changes
GLFW window & OpenGL context

Window creation, OpenGL loader via GLAD, and basic render loop.

Shader compilation pipeline

Vertex and fragment shader loading with compile/link error reporting.

Vertex & index buffers

VAO/VBO/EBO setup for submitting geometry to the GPU.

About

unnamed started as a pure graphics renderer to understand what engines like Unity abstract away. It has since grown into a full engine with its own ECS, physics integration, asset pipeline, and a working in-engine editor.

Everything is written from scratch in C++ and OpenGL, with the following libraries used:

  • GLFW — window creation, OpenGL context, input
  • GLAD — OpenGL function loader
  • GLM — math (vectors, matrices, quaternions)
  • Flecs — entity-component-system
  • Jolt Physics — rigid body simulation and character controller
  • FMOD Studio — spatial audio and mixer
  • Dear ImGui — in-engine editor UI
  • ImGuizmo — 3D transform gizmos in the viewport
  • Assimp — model importing (.glb, .obj)
  • stb_image — texture loading

Architecture

  • Backend — window, input, timing via GLFW. Backend-agnostic renderer interface; OpenGL implemented, Vulkan in progress.
  • Renderer — deferred pipeline with a geometry pass (G-Buffer) and a lighting pass. Instanced rendering, PBR materials via SSBO, skeletal mesh skinning on the GPU.
  • ECS — Flecs entity-component-system. Transform hierarchy, rendering, physics, animation, audio, and camera all as composable components and systems.
  • Physics — Jolt Physics for rigid body dynamics and a CharacterVirtual player controller.
  • Audio — FMOD Studio with spatial audio and four mixer groups.
  • Editor — Dear ImGui with scene hierarchy, inspector, asset browser, ImGuizmo gizmos, and play/pause simulation.
  • World generation — Marching Cubes terrain extraction from a 3D scalar field, chunked for localised re-meshing.