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Ultra Game Engine

The Ultra Game Engine is a fully homemade game engine written in C++, which mainly targets Windows.

I have been working on this project before highschool, when my game projects at the time had requirements which frequently led to limitations and bugs on other engines. Plus, I wanted to give myself a challenge. I always liked complex problems and technologies, which is why I like C++ so much.

UPDATE : The first version of UGE, which has been in development for 5 years, has been discontinued.
As of January 1st 2023, development of UGE 2.0 has begun. This new version will aim at remaking many of the systems from the first version into better, more stable and easier to update implementations, while bringing optimizations wherever possible.

Goals of the Ultra Game Engine

UGE is not only meant to be another game engine, it is meant to bring a different vision of building games for optimizing development time, as well as optimizing the games themselves. To do that, The engine follows a set of guidelines, aimed to influence the development of this game engine in every way :

Implemented and Unimplemented Features

UGE 2.0

Below is a list of the systems currently supported by UGE 2.0 :

UGE 1.0

Here is a (non-exhaustive) list of the systems supported by UGE 1.0 :

What it did NOT support :

Technologies Used

For rendering, UGE 1.0 relies on Direct3D 9.0c.

For physics simulation, UGE uses an old Windows-only package of Havok released in 2014 (back when Intel still owned the company). After Havok was bought by Microsoft, These free packages were discontinued. Switching to Bullet Physics might be an option in the future.

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