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Pyra Engine

Screenshot 2026-02-12 003822.png

Introduction

A from-scratch C++ game engine featuring DirectX 11 rendering and 11 modular systems, validated through multiple game demos.

Duration:         
Role:           

2024.9 - now
Sole Developer

Key Features

  • Render System​

    • DirectX 11 Renderer (Shader-based Pipeline)

    • PBR & Blinn-Phong Material System

    • Shadow Mapping

    • Compute Shader Support​​

    • Instanced Rendering

    • Bitmap Font

    • Sprite Sheet and Sprite Animation

    • Debug Render System

  • Asset Loading & Resource Management

    • Images (stb_image)

    • XML (TinyXML2)

    • OBJ Loader with Tangent/Bitangent calculation

    • Resource Manager with caching

  • Multi-threading System

    • Job System with Worker Threads

  • Network System using Winsock2

  • Hierarchical Scalable Clock System with pause/timescale support​

​​​​​

  • Input System

    • Keyboard, Mouse, Xbox Controller (up to 4)

    • Priority-based Input Consumer pattern

  • Audio System using FMOD (3D Audio support)

  • Event System with command registration

  • Dev Console with runtime commands

  • Dear ImGui integration

  • Game UI System

    • Widget hierarchy (Panel, Button, UIImage, UIText)

    • Stack-based Panel management

  • Spatial Optimization

    • BVH Tree 2D

    • Quad Tree

  • Math Library

    • EulerAngles, Matrix

    • Geometric Primitives (AABB, OBB, Plane, Capsule, ConvexHull)

    • Spline 2D/3D (Cubic Bezier, Hermite), Easing Functions

    • Raycast 2D/3D (vs Disc, AABB, OBB, Sphere, Cylinder, Plane)

Math and Physics Visual Tests

2D Raycast and Overlap Tests

3D Raycast Tests

2D Physics Test

Spline and Easing Fuctions

Convex Poly and Convex Hull

Spatial and Objects Partitions (BVH and Quad Tree)

Games / Tools Developed using my C++ Engine

Pix Phys

  • A physics-driven Cellular Automata engine that integrates traditional CA rules with physical for realistic pixel-level material interactions. PCG for world generation with chunk-based management for large-scale (millions pixel) real-time simulation.

    • Hybrid CA + Newtonian physics model — every cell carries velocity and responds to forces

    • Behavior primitive system for pure CA cells — new materials composable without touching simulation code

    • Chemical reaction system supporting flammability, life decay, and material transformation

    • Per-cell sleep/wake optimization enabling large-scale real-time simulation

    • Lock-free multi-threaded chunk updates via checkerboard coloring

    • Procedural world generation at per-pixel granularity using Wang Tiles

    • Box2D rigid bodies generated and synchronized directly from cell data

    • Single draw call MRT rendering with GPU-side collision texture for particle interaction

    • Fully GPU-resident vfx particle lifecycle with no per-frame CPU readback

View More
  • GitHub
  • Linkedin
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