A downloadable tool

Phantom is a lightweight game engine that I developed using OpenGL and PhysX. Initially, it started as a simple graphics demo for shaders for a graphics programmin class, but I decided to turn it into an engine to challenge myself and gain a better understanding of how game engines work.

Phantom is primarily a side project that  was developed during the graphics programming course that allowed me to explore the software engineering side of programming and graphics programming. It has been an enjoyable learning experience as I worked to understand how game engines worked at a low level.

My interest in a variety of topics such as physics simulations, AI, terrain generation, shaders, and PBR inspired me to work on my own engine. I figured I could use my areas of interest to flesh out my engine, allowing me to test, learn, and improve my skills.

I am pleased to announce that Phantom has now been upgraded to version 2.0. I have implemented the ECS architecture for the game objects, which has resulted in improved performance and scalability. In addition, I am working on a node graph framework, which includes a simple shader graph that I have built on top of it.

Overall, working on Phantom has been an incredibly valuable experience for me. It has allowed me to challenge myself, learn new skills, and improve my knowledge of game engine development. I look forward to continuing to work on this project and seeing where it takes me.


PhysX Physics in phantomGraph Showcase

Shader Graph Showcase

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