Hey everyone! 👋
I’ve been working on a custom game engine stack (SGE + TheOfficeEngine) for a while now. I started this because I was frustrated with how older APIs like OpenGL bottleneck everything onto a single render thread, especially when dealing with high draw counts.
I decided to build a “thin” Vulkan wrapper designed for massive parallelism from day one.
The cool technical bits:
Multi-Threaded Rendering: Unlike standard engines that lock the context, I’m recording command buffers across all CPU cores. On heavy scenes (thousands of objects), I’m seeing 4x-8x faster frame prep compared to my old single-threaded path. GPU-Driven Culling: I moved frustum culling entirely to Compute Shaders. It chunks through thousands of objects in sub-millisecond times (vs ~8ms on the CPU). The Abstraction: I love Vulkan’s power but hate the boilerplate. I built a C API that reduces 800+ lines of setup code into basically 3 function calls, without hiding the explicit memory management. It’s not just a tech demo either—I hooked it up to C# for gameplay scripting and added a full cinematic pipeline (ACES tone mapping, PBR) for an SCP-style game I’m making.
Happy to answer questions about the architecture or the nightmare that is Vulkan synchronization! 😅 (learned how to use emojis on pc ^^
that’s sick, do you have a link to the project?
not right now but i plan to make a discord server for this project if you are interested in it i’ll post daily on updates
This sounds very cool! Can we see what you’ve made?
trying to remake scp cb entirely in my engine as you see its going successful



