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Show HN: Horizon Engine – C++20 3D FPS Game Engine with ECS and Modern Renderer

https://github.com/jackthepunished/horizon-engine
3•bhdr26k•11h ago
Hi HN,

I’m working on an experimental 3D FPS game engine in C++20, aiming to deeply understand engine internals from first principles rather than just using existing frameworks.

Currently I'm strictly following LearnOpenGL docs.

This project focuses on: Entity-Component-System (ECS) architecture for high performance. OpenGL 4.1 rendering with a PBR pipeline, material system, HDR, SSAO, and shadow mapping. Modular systems: input, physics (Jolt), audio (miniaudio), assets, hot reload. A sample FPS game & debug editor built into the repo.

Repo: https://github.com/jackthepunished/horizon-engine

This isn’t intended to be a commercial rival to any commercial game engines.

it’s a learning and exploration project: understanding why certain engine decisions are made, and how to build low-level engine systems from scratch.

I’m especially looking for feedback on: Architecture choices (ECS design, render loop, module separation) Your thoughts on modern C++ engine patterns

What you’d build vs stub early in a homemade engine

Tips from experienced graphics/engine developers Criticism and suggestions are very welcome — it’s early days and meant to evolve. Thanks for checking it out!

Comments

bhdr26k•11h ago
A bit more context on the project and where it’s at right now:

This is a learning-first engine,

The focus so far has been on core architecture: ECS design, render loop, system boundaries, and data flow.

Renderer is OpenGL 4.1, mainly for portability and debuggability; not aiming for cutting-edge features yet.

Physics uses Jolt, audio via miniaudio, with a simple asset pipeline and hot-reload experiments.

Current limitations / things I’m unsure about: ECS ergonomics vs raw performance trade-offs Renderer abstraction depth (how far to generalize without over-engineering) Build times and compile-time vs runtime cost in modern C++ What systems are worth fully building vs stubbing early (animation, scripting, editor tooling)

If you’ve built engines, renderers, or large C++ systems before, I’d especially love: Architecture critiques “I regret doing X early” lessons Suggestions on what to simplify or throw away now Happy to answer any technical questions — thanks for taking the time to look.

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