helios: Design and prototypical implementation of a C++ game framework

I’ve published an accompanying technical report on my game framework helios that outlines the key architectural decisions behind the prototype and discusses its further development.
The report examines the development progress through the first milestone, highlights architectural decisions, and reflects on implementation challenges - with a deliberate focus on system design considerations.
It explores the use of agile Tracer Bullet Development, the advantages of SOLID principles during prototyping, and the tension between expressive object-oriented semantics and efficient data-oriented design (DOD) - an approach increasingly established in modern, performance-optimized game engines.
I look forward to using this document upon project completion as a critical reflection, helping to make the insights gained throughout the development process transparent.
The paper is available for download on the project’s website.
helios
helios is a custom game framework built from first principles, written in C++.
| Status | Prototype |
| Category | Tool |
| Author | GarageCraft Games |
| Tags | cpp, eductational, engine, gamedev, linearalgebra, programming, software-architecture |
More posts
- Just make it exist first!22 days ago
- Onwards to the rendering model43 days ago
- Event Queue and Application Controllers49 days ago
- From Camera- to Clip-Space, to NDCs and z-Fighting54 days ago
- Updates to main()57 days ago
- The Great Modular Restructuring58 days ago
- Layer Abstraction initiated63 days ago
- inb4 Clip Space65 days ago
- Model Matrix: Rotations69 days ago
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