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Verdant Ledger

Introduction

Verdant Ledger is a 2D farming simulation game inspired by Stardew Valley, built on a custom C++ engine. The game features modern technical architecture with high-performance tile map systems, data-driven design, and intuitive user interaction experiences.

Platform:           

Engine:   
Duration:              
Role:           

PC
Custom Engine
2025.6 - 2025.7
Sole Developer
 

High-Performance Tilemap System

Advanced tile rendering engine supporting Tiled editor file import, multi-layer rendering, and ruled tile dynamic generation.

Features chunk-based dirty flagging update system with view frustum culling for efficient large-scale and infinite world support.

Tilemap.png

Tilemap Loader System Architecture

Screenshot 2025-07-23 061007.png

Tiled Editor

Screenshot 2025-07-09 121433.png

View Frustum Culling

Layered UI Input System

Panel-based layer updates with all UI components inheriting from Widget base class in tree structure for cascading parent-child updates. Implements responsibility chain pattern for event propagation and consumption.

Screenshot 2025-07-22 233333.png

Shop Interface

Screenshot 2025-07-23 042730.png

Tutorial & Side bar

Data-Driven Architecture

Configuration file-based item properties and game data definition system, enabling rapid content iteration and streamlined development workflow with reduced maintenance costs.

Screenshot 2025-07-23 133324.png

Crops

Screenshot 2025-07-23 133100.png

Inventory Bar

Character Animation State Machine

Advanced character animation framework featuring template-based state management, directional sprite mapping, and data-driven condition evaluation for scalable, type-safe animation systems.

Optimazation

  • Chunk-based Update System

    • Spatial partitioning for large-scale tilemap processing

  • Dirty Flagging Pattern

    • DelayedDirtyRequest queue with duplicate prevention

  • View Frustum Culling

    • Skip off-screen tile processing and rendering

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  • RAII Lifecycle Management

    • Automatic resource cleanup in destructors

  • Static Resource Caching

    • CropDefinitions registry for asset reuse

  • Object Pool Pattern

    • Reuse expensive objects like UI components

  • Batch Rendering

    • Group ground objects for efficient GPU processing

  • GitHub
  • Linkedin
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