Project 15: Mini Game Engine
A complete 2D/3D game engine combining all previous concepts: renderer, ECS, audio, physics, hot-reload, profiling, and asset pipeline.
Quick Reference
| Attribute | Value |
|---|---|
| Primary Language | Odin |
| Alternative Languages | C++, Rust |
| Difficulty | Level 5: Master |
| Time Estimate | 2-3 months |
| Knowledge Area | All of the Above |
| Tooling | All previous projects combined |
| Prerequisites | All previous projects (or equivalent experience) |
What You Will Build
A complete 2D/3D game engine combining all previous concepts: renderer, ECS, audio, physics, hot-reload, profiling, and asset pipeline.
Why It Matters
This project builds core skills that appear repeatedly in real-world systems and tooling.
Core Challenges
- Integrating all subsystems → maps to system architecture
- Clean API design → maps to Odin idioms and patterns
- Performance optimization → maps to profiling and tuning
- Making it usable → maps to ergonomics and polish
Key Concepts
- Engine Architecture: “Game Engine Architecture”
- All Previous Concepts: Memory, graphics, audio, ECS, etc.
- API Design: Making it pleasant to use
- Documentation: Odin’s built-in doc system
Real-World Outcome
$ odin run my_engine_editor
Odin Game Engine v0.1
---------------------
[Editor window opens with scene view, inspector, and console]
Engine Features:
✓ Vulkan/OpenGL/Metal renderer
✓ Entity Component System (SOA-based)
✓ Physics (2D + 3D)
✓ Audio engine with effects
✓ Hot-reload for game code
✓ Asset pipeline (models, textures, audio)
✓ WASM export for web
✓ Built-in profiler
✓ Scripting via Odin DLLs
Create a new game:
1. Write game code using engine API
2. Hot-reload changes instantly
3. Build for native or web
Example game.odin:
-----------------
package game
import engine "my_engine"
@(export)
game_init :: proc(ctx: ^engine.Context) {
player := engine.create_entity(ctx)
engine.add_component(ctx, player, engine.Transform{{0, 0, 0}, {0, 0, 0}, {1, 1, 1}})
engine.add_component(ctx, player, engine.Sprite{"player.png"})
engine.add_component(ctx, player, engine.Rigidbody{mass = 1.0})
}
@(export)
game_update :: proc(ctx: ^engine.Context, dt: f32) {
input := engine.get_input(ctx)
for entity in engine.query(ctx, {Transform, Player}) {
if input.key_down[.SPACE] {
engine.apply_force(ctx, entity, {0, 500, 0})
}
}
}
Implementation Guide
- Reproduce the simplest happy-path scenario.
- Build the smallest working version of the core feature.
- Add input validation and error handling.
- Add instrumentation/logging to confirm behavior.
- Refactor into clean modules with tests.
Milestones
- Milestone 1: Minimal working program that runs end-to-end.
- Milestone 2: Correct outputs for typical inputs.
- Milestone 3: Robust handling of edge cases.
- Milestone 4: Clean structure and documented usage.
Validation Checklist
- Output matches the real-world outcome example
- Handles invalid inputs safely
- Provides clear errors and exit codes
- Repeatable results across runs
References
- Main guide:
LEARN_ODIN_PROGRAMMING_LANGUAGE.md - “Game Engine Architecture” by Jason Gregory