Aurora Borealis

As part of my education at The Game Assembly I, together with my group, was tasked to develop a game engine that we were going to use for our last four game projects. Since I at this point had worked on my own game engine, Epoch, for about half a year I quickly set up the project structure and build system using premake.

Feature Highlights

Implementing physics was a requirement for our seventh project.

David Nilsson and I implemented PhysX.

Implementing node scripting was a requirement for our seventh project.

David Nilsson and I added the system.

Physically-based Deferred HDR rendering.


Currently I'm using two major optimizations. These are frustum Culling and mesh instancing.

Meshes are sent to the renderer only if they are in the cameras view. The renderer automatically sorts all submitted meshes into lists so that it can render multiple of the same mesh in one go later on.


I've added basic UI support to the engine, including images, and buttons.