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HollowEngine

Hollow Engine is implemented on the idea of Entity-Component-System architecture with 3D rendering written in C++. OpenGL is used for hardware-accelerated graphics and SDL for windowing and input handling. The engine is data-driven and uses FMOD API for audio. The engine has custom physics engine with Dynamic AABB tree (Broad Phase), SAT (Narrow Phase) and Sequential Impulse-based collision resolution (Contact Resolution Phase).

  • In this project, I worked on designing engine’s core systems, multi-threading, and gameplay events management system.

  • I developed finite state machine powered 3D animation system, also features animation blending.

  • I have implemented level editor tools used for creating and manipulating gameplay objects in the scene.

  • I also implemented particle system on GPU using compute shaders, which were used for gameplay visual effects. Engine was capable of rendering up to 7 million particles maintaining the frame rate.

  • I have also worked on path following behavior for gameplay NPCs navigation paths using B-Spline curves.

I have worked on the below two prototypes built using this HollowEngine:

1. Tetris 3D

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This prototype is about 3D version of classic Tetris game.

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Note: Controller recommended to play this prototype

sidhant.tumma_1.png

2. MarbleBall

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This prototype represents a rolling ball puzzle game.

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Note: Controller recommended to play this prototype

sidhant.tumma_3.png
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