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.

Scene & Scripting

An entt-based ECS with a full scene graph, and C# gameplay scripting (.NET 9, hosted in-process via hostfxr) with assembly hot-reload, covering transforms, components, input, and 2D physics via Box2D.

Editor

A full Dear ImGui editor: scene hierarchy, inspector, content browser, a viewport with gizmos and entity picking, Edit/Play/Simulate states, and a real-time profiler (Tracy-based CPU/GPU profiling with VRAM tracking).

To stress-test the engine end-to-end, I built a complete Tetris clone on top of it — every gameplay system implemented in pure C# script against the engine’s API, with zero engine changes required.

Timefall - PBR lighting and shadows


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