C++ Game Engine
A modular, data-driven C++ game engine built for rapid iteration, clean separation of concerns, and fully externalized game content.
I built the engine’s reflection, service, content-loading, factory, and memory-management foundations so game objects, components, behaviors, and sequences can be defined without recompiling the engine.
Core Architecture
A lightweight RTTI-based reflection system and Service Manager make it possible to plug in or swap subsystems, including abstract and concrete object factories, JSON content loaders, and a custom heap-based Memory Service, without changing client code.
Content Pipeline
Game data, behaviors, and sequences live in JSON, then parse into a flexible Scope/Datum hierarchy and instantiate through the FactoryService. Gameplay logic runs as composable Action-derived objects assembled at runtime.
Memory & Runtime Systems
The Memory Service provides per-heap allocators with automatic coalescing and built-in usage statistics to help control fragmentation. Clean APIs for dynamic metadata, scoped allocators, and unified object creation keep the engine performant while preserving content-driven flexibility.