B-Rend3r is written in C++. I’m using OpenGL and SDL2 to build a minimalist 3d application with the main goal to understand the core of 3d engines by implementing common classes like: Vec3, Mat44, Mesh Generator, Renderer, Transform, etc.
To give you some details, the Shape component generates the circle’s mesh when program starts, then the KeyboardController handle user inputs to generate a force to apply to the circle, the Physics component apply a smooth before to effectively move the circle using the Transform component (sets position/rotation/scale).
Architecture
The program architecture tends to use the ECS (Entity Component System) paradigm. As you can see in the diagram below, an entity (Model) can have several components (Component<T> and derived) attached. There are only two systems (BRend3R and Renderer). This piece of code was an exercise and I didn’t push it further. This was enough to get some answers to the questions I had when I started.
Source code
If you’re interested by the code source, you can browse my github repository