Enginator5000 is a CPU-based game engine being developed in my spare time. I mostly focus on the rendering side of a game engine and coded from basic level concepts (triangle rasterization, Z-Buffer, etc.) to high-level concepts.
So far, I have implemented Bresenham’s line algorithm, triangle rasterization (filling triangles), basic camera and perspective projection, back-face culling. When I start XML based scene loading (includes loading .obj files, scene hierarchy and instancing) I took a break because of my thesis (I am in writing process…).
Warning: Current code on GitHub/Enigator5000 is highly unstable, and immature. Lots of radical changes may happen in the near future.