Developer Builds Custom C++20 Game Engine with Vulkan, ECS, and AI Subsystems
A developer has published a detailed architectural breakdown of Eisen Engine, a custom game engine built from scratch using C++20. The project was motivated by limitations in commercial engines like Unreal and Unity, including legacy code bloat, cache inefficiencies from object-oriented design, and inflexible tick loops that struggle with AI workloads. Eisen Engine addresses these issues through data-oriented design for cache-aligned memory layouts, explicit Vulkan and OpenGL rendering pipelines, and AI-native runtime hooks that allow asynchronous multi-agent decision updates. The engine is structured in modular layers covering platform abstraction, a core event dispatcher, and separate renderer and AI subsystems, targeting Windows, Linux, and WebAssembly. Key technical features include lock-free event dispatching, a cache-aligned Entity Component System, and embedded support for asynchronous LLM token streams and neural behavior policies.
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