DragoEngine
The above video highlights the final custom features I added to DragoEngine, with a focus on turning it from a text editor based game engine into a more complete game development workflow. The biggest addition is Shadow Main, a non-destructive editing system that lets me stage changes to scenes, Lua scripts, and resources in a separate shadow workspace before merging them into the main game files. Alongside that, I added a built-in editor and launcher interface for browsing projects, editing content, reviewing staged changes, and managing assets directly inside the engine. These features made the engine feel closer to a real development tool, and closer to the image I have for this software.
Built with C++17, Lua 5.4, Box2D, SDL2, Dear ImGui, GLM, RapidJSON, and LuaBridge, with JSON- and Lua-based content pipelines and CMake-based cross-platform builds.
Project avaliable here: https://github.com/dragoiuc/drago-engine