For two months I experimented with a few game frameworks. I aimed to build a lightweight 2D game engine focused around the architectural paradigm of Data Oriented Design. I wanted to broaden my knowledge of real-time software applications (games, simulations, etc.) and their relationship to the hardware (GPU, CPU, RAM) they run on. Learning Parallel Computing, Entity Component Systems (ECS), Data Oriented Design and the theory behind it enabled me to gain a greater insight into game optimization and software architectural decisions you see in all modern game engines.
Which I then extended to include FMOD support.
The final system that I was working on before was a custom Physics engine. I briefly followed the TwoBit coding Physics Programming series for the mathematics and general theory, which was then designed to slot into my Entity Component System.
I do not claim to own or have created the following creative works used in this project or tutorials followed.