Origins:
Esoterica Engine is a rebranding of my personal home engine that was called “Kruger”. Kruger was something I’d built over the last decade based on my experience across a variety of AAA studios and various engines/technologies both proprietary and licensed. It served as a fast and easy tool for testing out new ideas/techniques or some cases as the first implementation of a new feature/system that was needed as part of my day job.
I want to share the engine and some of the tech within it, in the hopes that it could be useful to someone either looking for a reference on how to do certain things (importers, animation, object models, reflection, etc…) or as a way to avoid having to do a lot of the tedious boring work if you just want to experiment with a quick idea.
It is intended for C++ programmers (of all levels) interested in gamedev/realtime sim field. Hope you find it useful! 😅
Notable Features:
C++ Reflection via Libclang
Various serialization systems
Robust Resource System
Vectorized Math Library
Hybrid Game Object/ECS data model
Editor tools framework with undo/redo
FBX/GLTF support
Asset Hot-reloading
AAA-Grade animation graph system
Live Coding via Live++
Coming Soon:
Modern DX12 Renderer
Improved Physics Engine