The Rythe game engine is a C++17 data oriented game engine which aims to be completely modular, customizable, fast, and easy to set up. The goal for the Rythe engine is to allow developers to quickly set up new projects without needing to rewrite thousands of lines of boilerplate to actually write the code they wanted to write.

The engine started out as a group school project during our 3rd year of university. We were all very new to developing game engines, so our focus was initially just educational. But after the project concluded a few of us wanted to continue development and possibly turn the engine into something more. We saw a gap in the offerings between the larger engines Unity and Unreal, and many smaller purpose built ones in the industry and in the community. We wanted to see if we could fill that gap, and that spurred us on to continue development. 

I have made a diverse set of contributions to the engine over the past 2 years. Initially I designed and built the serialization and scene management systems for the first version of the engine. I’ve also contributed to the reflection system used within the engine, mainly on research and initial implementations of some of the API and our preprocessor. More recently I created the particle and the animation systems for the engine.

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