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Rvelent

Rvelent is an initial pre-alpha C++20 game engine architecture emphasizing strictly decoupled subsystems. It utilizes SDL3 as a Hardware Abstraction Layer to orchestrate plug-and-play rendering and physics modules.

Technologies Used

C++20CMakeSDL3Wicked EngineJolt PhysicsDear ImGui

Plugin Info

Active R&D
startDate: 2026-03-01
platform: Windows (DirectX 12)

System Topology

100%

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

WORK IN PROGRESS
  • 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

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