RayneEngine is a small custom game engine built with SFML.
It’s a portfolio project created as part of my training as a Game Engineer — focused on learning, experimenting, and exploring engine architecture in C++.
This engine is not meant to become a large-scale framework, but rather a compact, understandable system that demonstrates how core engine components work together.
RayneEngine is still in early development.
Most systems are experimental and will change frequently as I refine the structure and design.
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Core Engine Structure
- Main loop with delta time.
- Modular design (rendering, input, scene management).
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Rendering
- SFML-based 2D renderer.
- Sprite and texture handling.
- Basic camera system.
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Input
- Keyboard and mouse input via SFML events.
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Scene Management
- Early prototype of an entity and scene system.
- Simple resource loader.
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Utility Layer
- Logging system.
- Math helpers (vectors, transforms, etc.).
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Future Goals
- Basic ECS (Entity Component System).
- Physics prototype.
- Simple in-engine debugging tools.
- Language: C++
- Framework: SFML 2.6+
- Build System: CMake
git clone https://github.com/prayyOnIntelliJ/RayneEngine.git
cd RayneEngine
mkdir build && cd build
cmake ..
make