Timefall - Game Engine

Timefall

Timefall (flagship) Timefall is a game engine built from scratch in C++, originally inspired by The Cherno’s Game Engine Series and developed well beyond it since. The goal: a Windows-first engine with AAA-grade rendering quality, an editor workflow comparable to commercial tools, and a C#-scripted gameplay layer. Renderer A forward 3D PBR pipeline: metallic-roughness Cook-Torrance lighting (GGX/Smith/Schlick), energy compensation, geometric specular anti-aliasing, and normal mapping. Image-based lighting from HDR environment maps with prefiltered specular and diffuse irradiance convolution. Shadows for all three light types — cascaded shadow maps (up to 4 cascades) for directional lights, plus spot and point (cubemap) shadows, each with hard and PCSS soft-shadow modes. A full HDR pipeline with multiple tonemap operators (Reinhard, ACES, AgX, and more), alongside a 2D batch renderer running in parallel. ...

July 6, 2023 · Me
TetrisClone-Timefall

TetrisClone-Timefall

TetrisClone-Timefall A guideline-inspired Tetris implementation built in C# on top of Timefall — created as a full, non-trivial game to stress-test the scripting layer end-to-end. Every gameplay system (piece spawning, movement, rotation, line clears, scoring) is pure C# scripting against the engine’s entity API. The rule during development: if a feature needed a new engine capability, that capability got added as a generic, reusable engine system — never a Tetris-specific workaround. ...

August 4, 2026 · Me
Arcade

Arcade

Arcade A collection of classic arcade games built from scratch in C++ with SDL2, using a Core/App architecture — a shared static-library Core plus a game executable. Pacman, Breakout, and Asteroids are playable; a Tetris implementation is still in development. GitHub →

June 11, 2024 · Me
Light Years

Light Years

Light Years A space-shooter built with a custom C++ engine (LightYearsCore) and SFML — an actor/world framework with timers, delegates, and a widget-based UI system, Box2D physics and collisions, parallax backgrounds, and particle VFX. A full gameplay loop with four enemy types (Vanguard, TwinBlade, Hexagon, UFO), a Chaos Stage, a Boss Stage, and a HUD tracking health, lives, and score. GitHub → ...

April 25, 2024 · Me
Text Invaders

Text Invaders

Text Invaders A terminal-based Space Invaders clone in C++ using PDCurses. Alien rows worth different point values, a bonus UFO, destructible shields, escalating alien speed as they’re destroyed, and a persistent save/load high-score leaderboard. GitHub →

May 12, 2024 · Me
Battleship

Battleship

Battleship A console implementation of Battleship in C++, playable Human vs. Human or Human vs. a simple AI. Manual fleet placement across 5 ships with your choice of orientation, dual-board rendering each turn, and full input validation against invalid or overlapping placements. GitHub →

May 2, 2024 · Me
City Building

City Building

City Building A work-in-progress UE5.3 city-building prototype, recreating The Game Dev Channel’s City Building series in C++ instead of Blueprints. Features a grid-based placement system for roads and buildings with adjacency validation and preview materials, a day/night cycle with adjustable time speed, a currency system, and randomized citizen generation (mesh, gender, name, age, education, health). GitHub →

April 5, 2024 · Me