Building a Custom Game Engine: Architecture Decisions
Exploring the fundamental architectural decisions when building a game engine from scratch using modern C++.
Building a Custom Game Engine: Architecture Decisions
Creating a game engine from scratch is one of the most challenging yet rewarding projects in game development. This guide explores the critical architectural decisions that will shape your engine's future.
Core Engine Architecture
Entity Component System (ECS)
class Entity {
public:
EntityID id;
std::vector<std::unique_ptr<Component>> components;
template<typename T>
T* GetComponent() {
for (auto& comp : components) {
if (auto* result = dynamic_cast<T*>(comp.get())) {
return result;
}
}
return nullptr;
}
};
Memory Management
Custom allocators are essential for performance:
- ▸Stack Allocator: For temporary allocations
- ▸Pool Allocator: For fixed-size objects
- ▸Free List Allocator: For variable-size allocations
Rendering System
Modern engines should support multiple rendering APIs:
- ▸OpenGL: Cross-platform compatibility
- ▸Vulkan: Low-level control and performance
- ▸DirectX 12: Windows optimization
Conclusion
Building a game engine requires careful planning and architectural decisions that will impact performance, maintainability, and scalability.