April 22th, 2026
The Budget Engine and Nebulas Breach are now officially available. The link to the GitHub repo to install the engine and the Humber library documentation can be found here:
April 5th, 2026
It has been quite some time since I last provided an update, but I am happy to announce that Nebulas Breach, formerly known as Project: NO_NAME, is wrapping up on production. We have added many new features since, including: Collision and Physics Systems, Prefabs, Lights, Sounds, Animations, and even Scripting Components. While the engine itself is built in C++, the scripting is implemented in C#, giving us more flexibility. Rather than showing countless images and going through every change we have made, I will instead provide a link to download the engine yourself, or just look at the logic behind it, in the coming days.
September 29th, 2025
The team and I have been working diligently to create a custom C++ engine for the game to run on. We are utilizing SDL, OpenGL, and ImGui to create a fully functional and reusable engine that we can use to build Project: No_NAME. For my contribution, I have created an Object Creation Tool that can be used to spawn any actor. The UI displays buttons for each actor type, and once pressed, it will spawn the corresponding actor. Alternatively, we can also directly call the function in code for dynamic actors. The next step will be adding a way to add more buttons without manually typing more code and creating an Actor Details panel in order to customize all of its components, which will be fed into an XML file.
Zero Budget Engine: General Design
Zero Budget Engine: Object Creator Tool
Zero Budget Engine: File Browser
Zero Budget Engine: World Outliner
July 11th, 2025
The team and I have created a basic level design and have done some grayboxxing for our upcoming game, currently referred to as Project: NO_NAME. These designs were made in Unreal Engine, and once complete, we will texture them and port them over to our own custom game engine built from C++.