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CUSTOM 3D GAME ENGINE
ROLE
Engine and Graphics Programmer
TIMELINE
December 2025 - Present
LINK
OVERVIEW
I’m building a custom 3D game engine in C++ using OpenGL to explore the systems behind real-time rendering and game engine architecture.
TOOLS
C++, OpenGL, GLSL, GLFW, GLEW, CMake, Git
PLATFORM
PC
CURRENT SYSTEMS
- Graphics API abstraction layer
- Shader program management
- Vertex buffer and vertex layout systems
- Mesh and material abstractions
- Render queue
- Input management
- Core engine and application architecture
ENGINEERING CHALLENGES
One of the main challenges has been designing engine systems while learning the graphics pipeline at the same time. Early rendering code was tightly coupled, with OpenGL operations happening directly within higher-level systems.
As I learned more about the rendering pipeline, I revisited those systems and refactored them into a more modular structure. I introduced a render queue to organize draw calls and a graphics API abstraction layer to separate engine systems from the underlying OpenGL implementation.
This experience has helped me better understand how rendering systems communicate and how engine architecture can be structured to remain flexible as the project grows.
NEXT STEPS
The next milestone is expanding the engine into a full 3D rendering system with:
- GameObject and transform systems
- Camera systems
- 3D mesh and model loading
- Lighting and materials
- Asset management
I also plan to explore Vulkan to further develop my understanding of GPU-level rendering systems.









