Component engine 2
A data-oriented game engine, based on ECS (entity component system), and abstracted with Lua C for game-object component scripts. Lacks a decent renderer (has basic OpenGL for visual feedback), but made to be small, light-weight, and fast when only using the C++ base engine.
The engine layer provides no real object-like interface for game-objects, and is purely data-oriented with behaviour programmed for bulk objects within system classes. The scripting layer allows for game-object like component programming in Lua, with simple access to engine features and maths objects.
Handles around 4,000 script objects above 60 FPS on a decent PC running the test in the video below. An equivalent test programmed only in the C++ layer handles around 16,000 objects above 60 FPS.
Created as part of a university dissertation back in August, but ongoing. See ObjectPool for updates.
Requires Visual C++ redistributable 2015.