Engine
SufferEngine
Custom C++ / OpenGL engine with ECS, editor tooling, resource management and rendering features.
Period
2021
Role
Engine / Graphics Programmer
Status
Technical project
9 mo
engine development
2 devs
custom architecture
Technical snapshot
A custom game engine co-developed from scratch, covering engine architecture, transform hierarchy, component lifecycle, memory structures, runtime/editor integration and OpenGL rendering features.
Video
Overview
SufferEngine is a custom C++ engine developed to explore lower-level engine architecture and graphics programming beyond standard commercial engine workflows. The project combined runtime systems, editor tooling, resource management and rendering features into a cohesive architecture.
My contribution
- Implemented systems-level functionality across transforms, parent/child hierarchy and component lifecycle.
- Worked on resource loading, custom memory structures, allocators / pools and runtime/editor integration.
- Built editor functionality with Dear ImGui, including hierarchy, inspector, component editing, shader controls, lighting toggles and audio playback controls.
- Contributed to OpenGL rendering, specifically normal mapping and lighting implementation.
- Integrated third-party libraries while maintaining a custom architecture.
Technical focus
The project is useful as a technical case study because it demonstrates systems thinking: the code was not just rendering an object, it needed to manage entities, components, resources, editor state and runtime behaviour in a coherent way.
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