PYXIS ENGINE

[EARLY_ENGINE]
> ENGINE_INFO
C++ game engine powering a multiplayer falling sand simulation
Modular architecture with event-driven design
Inspired by TheCherno's Hazel engine
PROJECT_STRUCTURE
├── Pyxis Engine (Main)
│ └── Core game engine framework
├── Pyxis Game
│ └── Multiplayer falling sand simulation
├── Pyxis Editor [OUTDATED]
│ └── Visual editor for the engine
└── Sandbox [OUTDATED]
└── Testing environment for features
CORE_FEATURES
ARCHITECTURE
- >Event-driven design system
- >Node-based Inheritance framework
- >Abstracted rendering pipeline
RENDERING
- >OpenGL implementation with abstraction
- >Advanced shader support
- >Framebuffer post-processing
PHYSICS
- >Box2D integration
- >Wrapper 2D Nodes for B2Bodies
UI_SYSTEM
- >ImGui with experimental docking
- >Custom UI components
TECH_STACK
UTILS
-
#include
spdlog; Logging -
#include
stb; Utils -
#include
nlohmann-json; Json -
#include
Poly2Tri; Triangulation -
#include
FastNoiseLite; Noise -
#include
ImGui; Debug UI -
#include
Snappy; Compression
ARCHITECTURE
CORE_SYSTEMS
// Core architecture components
- Event-driven system with custom events
- Layer-based application structure
- Resource management for assets
- Signal/slot inter-component communication
RENDERING
// Rendering pipeline
- Abstracted renderer with OpenGL implementation
- 2D and 3D rendering capabilities
- Camera systems (orthographic/perspective)
- Material and shader management
- Framebuffer for advanced techniques
NETWORKING
#include <steam/steam_api>
Originally implemented multiplayer using Asio's TCP/UDP sockets, following javidx9 (OLC) tutorials.
Later added Steamworks API for P2P connections with NAT punch-through.
Planned synchronization approach based on Factorio's multi-client simulation techniques.
SKILLS_ACQUIRED
PROJECT_MGMT
→
Pre-processor definitions→
Precompiled headers→
Core-App linking patterns→
Build system configuration
PROGRAMMING
→
Linear algebra for graphics→
Header-implementation separation→
Type casting (static/dynamic)→
Smart pointers (shared/weak)
GRAPHICS
→
Rendering pipeline implementation→
GLSL shader development→
Lighting models (Phong)→
FrameBuffer utilization
GAME_DEV
→
Particle systems→
Multiplayer networking→
Chunk-based world management→
Physics simulation
// See the engine in action in Pyxis Game
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