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Horizon Engine

C++20 3D FPS Game Engine with ECS and Modern Renderer

Details

External ID
46570521
Source
HN
Company
—
Product
Horizon Engine
Website domain
github.com
Launched
Jan. 10, 2026
Cohort
—
Upvotes
5
Upvotes percentile
0.09617918313570488
Tags
—
Fetched at
Sept. 7, 2026, 9:25 p.m.
Updated at
Sept. 7, 2026, 9:25 p.m.

Description

Hi HN,I’m working on an experimental 3D FPS game engine in C++20, aiming to deeply understand engine internals from first principles rather than just using existing frameworks.Currently I'm strictly following LearnOpenGL docs.This project focuses on: Entity-Component-System (ECS) architecture for high performance. OpenGL 4.1 rendering with a PBR pipeline, material system, HDR, SSAO, and shadow mapping. Modular systems: input, physics (Jolt), audio (miniaudio), assets, hot reload. A sample FPS game & debug editor built into the repo.Repo: https://github.com/jackthepunished/horizon-engineThis isn’t intended to be a commercial rival to any commercial game engines.it’s a learning and exploration project: understanding why certain engine decisions are made, and how to build low-level engine systems from scratch.I’m especially looking for feedback on: Architecture choices (ECS design, render loop, module separation) Your thoughts on modern C++ engine patternsWhat you’d build vs stub early in a homemade engineTips from experienced graphics/engine developers Criticism and suggestions are very welcome — it’s early days and meant to evolve. Thanks for checking it out!

Enrichment

Theme
graphics rendering and visual tools
Vertical
Media & entertainment
Function
Hardware & robotics
Audience
Developer
AI stance
Not AI
Project type
Hobby / open-source project
Normalized one-liner
3d game engine in c++
Manually corrected
False

Could you build this?

No Building a 3D FPS game engine from scratch in modern C++ with an ECS and custom OpenGL graphics pipeline demands deep systems programming and computer graphics domain expertise.

What it would actually take: The engine requires low-level C++20, raw OpenGL/Vulkan bindings, a custom cache-friendly ECS architecture (e.g., archetype or sparse set based), linear algebra math, shader pipelines, spatial partitioning (BVH/Octrees), and collision physics. It demands specialized graphics engineering and low-level memory management skills that cannot be sustained through casual prompting.

Discussion

1 comment analyzed.

Concerns raised: ECS ergonomics vs raw performance trade-offs, Renderer abstraction depth and over-engineering risk, Build times and compile-time vs runtime costs, Which systems worth fully building vs stubbing early

Competitors

Other products that read as similar to this one — 210 launches clear the similarity bar, closest 8 shown.

Attention rank: #201 of 211 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).

Launched 73 days after the earliest competitor.

Other launches for this product

Same idea, different domain

Nobody's really built a hardware & robotics tool for Horizontal yet.