01. Data-Driven Vulkan ECS Level Loading Engine
Engineered a robust, highly optimized 3D Level Loading & Rendering Runtime Engine utilizing the EnTT Entity Component System (ECS) library and hardware-accelerated Vulkan surfaces.
Bypassed traditional object-oriented game loops to construct a Data-Oriented Design (DOD) workflow where game scenes exist as flat, cache-friendly arrays of components (CPULevel, GeometryData, GPUInstance). Implemented reactive system interceptors using EnTT lifecycles, ensuring that parsing a scene file instantly triggers a cascade of signal functions that stream geometry parameters to optimal GPU memory blocks.
Designed a performance-critical Flyweight Instancing Factory. When runtime entities replicate, the system intercepts resource cloning requests, establishing instances that share a central memory pool containing pre-cached indices and vertex bounds. Packed individual model matrices and material details down through instanced transform buffers to fire high-throughput draw cycles without pipeline stalling.