Rvelent
Technologies Used
Plugin Info
System Topology
Fig 1: Rvelent Subsystem Decoupling Flow
Rvelent is an active work-in-progress built to deeply explore and understand bare-metal engine architecture. Rather than relying on a monolithic structure, the engine is designed around the concept of strict separation of concerns, heavily inspired by modern engine paradigms. It avoids custom garbage collectors, relying entirely on raw C++ pointers and modern memory management to bridge complex external systems.
The core foundation relies on SDL3 acting as a Hardware Abstraction Layer (HAL). Instead of just managing window generation, SDL3 sits at the root of the engine, routing raw OS events, high-performance input polling, and context generation. This ensures the engine remains highly portable across operating systems.
Heavy-lifting subsystems are treated as plug-and-play modules. Currently, Rvelent manages the lifecycle pointers to integrate Wicked Engine for DirectX 12 graphics rendering and Jolt Physics for highly parallel rigid-body dynamics. Because the core loop is fully decoupled from these modules, it is theoretically possible to swap the physics solver or rendering backend without rewriting a single line of gameplay or core engine logic. Development is currently focused on establishing the developer workspace using Dear ImGui.
Core Capabilities
Decoupled subsystem architecture for isolated backend integration
SDL3 Hardware Abstraction Layer (HAL) for universal OS windowing and input routing
DirectX 12 graphics module integration via Wicked Engine
Rigid-body dynamics and multi-threaded spatial queries via Jolt Physics
Docking-based developer workspace utilizing Dear ImGui
Automated CMake FetchContent pipelines for dependency compilation
Architectural Implementation
01System Decoupling & HAL Integration
Bound SDL3 directly to the core engine loop to handle cross-platform window contexts, raw input polling, and audio pipelines. Execution is then passed sequentially to swappable subsystem modules.
02Rendering & Physics Bridging
Engineered raw C++ pointer lifecycles to seamlessly integrate Wicked Engine (for DX12 rendering) and Jolt Physics (for dynamics). This strict decoupling allows backend subsystem swaps without modifying core engine logic.
Current State & Next Milestones
- Establishing the fundamental SDL3 game loop and window context integration
- Wiring the raw input routing system to control the viewport camera via Wicked Engine
- Setting up the Dear ImGui developer workspace for live entity and property inspection