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C/C++ — SDL2 & OPENGL
Custom Rendering Pipeline
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WHAT IT DOES
A fully custom 2D game built without any existing game engine. The rendering pipeline draws every sprite directly through raw OpenGL calls, coordinated by a fixed-timestep game loop that keeps physics and logic deterministic regardless of frame rate.
HOW IT’S BUILT
Wrote a thin abstraction over SDL2 for window/input handling, with OpenGL owning all draw calls. GLSL shaders handle sprite batching and color effects, while manual memory management in C/C++ keeps allocations explicit and predictable.
TECHNOLOGIES
C / C++
SDL2
OpenGL
GLSL
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C++ — RENDER LOOP
ROLE & TIMELINE
Role: Solo Developer · Month Year – Month Year
CHALLENGES & SOLUTIONS
Without an engine, there is no built-in scene graph or asset pipeline — everything from texture loading to input polling had to be written and debugged manually. The biggest challenge was keeping the render loop stable across frame-rate spikes; solving it meant separating simulation time from render time entirely via the fixed-timestep architecture above.