Horizon Engine – C++20 3D FPS Game Engine with ECS and Modern Renderer
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:…
Horizon Engine – C++20 3D FPS Game Engine with ECS and Modern Renderer launched on January 10, 2026 with 5 votes, #3,400 of 14,584 launches that month and more than 75% of that year's launches.
What it does
C++20 3D FPS Game Engine with ECS architecture, OpenGL 4.1 renderer, and action-based input system - jackthepunished/horizon-engine
A modern C++20 game engine built for high-performance graphics and gameplay, featuring a Vulkan Deferred Renderer , Entity-Component-System architecture, and Jolt Physics. I'm building this engine to learn and experiment with modern rendering architecture (Vulkan, Render Graphs, GPU-driven rendering) and engine design patterns. Note : This project is currently in active development. The renderer has been recently migrated from OpenGL to Vulkan . ⟳ Vulkan Deferred Renderer : The rendering backend has been completely rewritten using Vulkan 1.3. It now features a state-of-the-art Deferred Rendering pipeline with G-Buffer, Cascaded Shadow Maps, andfrom github.com
In the maker’s words, at launch
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.…
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