# rpg **Repository Path**: alonebinge/rpg ## Basic Information - **Project Name**: rpg - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2024-10-18 - **Last Updated**: 2026-07-20 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # portfolio C++ 3D framework / engine from scratch (little use of third party tools). **Intended to show my experience with C++ programming and software engineering.** It is not intended to be a "plug in and play" library nor is it an universal 3D engine. ~10.000 LOC in src ![](ads/progress/2020_10_06_bloomVoronoi.gif)![](ads/progress/2020_11_07_synopsis.gif) for more images head to ads/progress/ ## Contents - custom resource parsing (custom mesh file (python blender export), custom prefabs file) - data-oriented ecs - window and input system - elaborated vulkan renderer (materials, instancing, shadowmaps, postfx, state management) - serialization of terrain and ecs data (save/load) - immediate-style UI and text rendering - containers (little use of STL facilities) - block memory allocation (with some CTFE, print to html) - maths library (matrix, algorithms) - logger, profiling, other utils - editor (undo/redo commands) and basic scene tree - terrain system (quadrants, mesh generation, stiching, raycasting) ![](ads/sketches/arch.png)![](ads/sketches/ecs.png) ## How to run? - I am using VS Code with some C++ extensions - Batch files are included to fire up the compiler (mingw GCC) - Need of C++20 (heavy use of "designated initializers" for Vulkan) ## Code Style Hard to describe, but bascially c-style, procedural and data-oriented. Files in ext/ directory are licensed separately, please view these files for more information.