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@EldritchCodex

EldritchCodex

A passion project exploring the software engineering of interactive computer graphics and real-time computational physics.

"For beyond the veil of our limited understanding there lies an arcane ballet of unseen dimensions."

Project Description

The EldritchCodex is a learning project from RenanBomtempo that explores the engineering, architecture and mathematics behind the development of software for computer graphics and physics simulations for both entertainment and scientific applications.

The project's goal is to develop several modular tools that can all integrate with a central core framework, following a Host-Plugin architecture.

The core is Nodens, and it handles:

  • application entry-point and interactive loop,
  • pub/sub event system,
  • multi-threaded job system,
  • cross-platflorm window and input management (GLFW),
  • logging (spdlog),
  • debug GUI (ImGUI).

The currently planned plugins are:

  • Nyar: a Vulkan-based real-time renderer.
  • Azath: a multi-physics engine.
  • Tindalos: an offline ray-tracer.

Main References

  • Akenine-Möller, T., Haines, E., Hoffman, N., Pesce, A., Iwanicki, M., & Hillaire, S. (2019). Real-time rendering (Fourth edition, first issued in hardback). CRC Press.
  • Angel, E., & Shreiner, D. (2012). Interactive computer graphics: A top-down approach with shader-based OpenGL (6th ed). Addison-Wesley.
  • Castorina, M., & Sassone, G. (2023). Mastering graphics programming with vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques. Packt Publishing.
  • Eisemann, E. (Ed.). (2012). Real-time shadows. CRC Press.
  • Gregory, J. (2019). Game engine architecture (Third edition). CRC Press, Taylor & Francis Group.
  • Haines, E., & Akenine-Möller, T. (Eds.). (2019). Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs. Apress. https://doi.org/10.1007/978-1-4842-4427-2
  • Horton, I., & Van Weert, P. (2023). Beginning C++23: From Beginner to Pro. Apress. https://doi.org/10.1007/978-1-4842-9343-0
  • Hughes, J. F. (2014). Computer Graphics: Principles and Practice. Addison-Wesley.
  • Lengyel, E. (2016). Foundations of game engine development. Volume 1: Mathematics. Terathon Software LLC.
  • Lengyel, E. (2019). Foundations of game engine development. Volume 2: Rendering. Terathon Software LLC.
  • Malhotra, D., & Malhotra, N. (2024). Data structures and program design using C++: A self-teaching introduction. Packt Publishing.
  • The Cherno. (n.d.). Game Engine Series. YouTube. Retrieved November 23, 2025, from http://www.youtube.com/playlist?list=PLlrATfBNZ98dC-V-N3m0Go4deliWHPFwT

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  1. Nodens Nodens Public

    A C++23 framework for prototyping cross-platform multi-threaded desktop applications.

    C++ 4 1

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