Behemoth Engine

Description

Behemoth Engine is a 3D engine I developed from scratch, focusing on robustness and flexibility. It's architecturally is founded on an Entity-Component System (ECS), drawing inspiration from the EnTT library. A portion of the engine leverages multi-threading to enhance performance, with plans to expand this aspect further. All its components, except for the third-party API in the vendor folder of the source code, are my original work.

For physics, the engine has a library that not only handles collision detection and resolution for a variety of colliders but also optimizes the process through a bounding volume hierarchy. Additionally, it supports features like raycasting, collision masks, and layers, enabling versatile interactions within the game world.

At the heart of Behemoth is its ECS library, designed with safety and efficiency in mind. It employs a sparse set structure and paginated storage to manage components securely and maintain pointer saftey. True to the ECS paradigm, components in Behemoth are purely data holders, while systems remain stateless, focusing solely on logic implementation. This separation ensures a clean and maintainable codebase, facilitating the creation of complex game logic with ease

Additional videos to come