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Abstract:
This video features a code review by The Cherno of "Greg Engine," a C++ game engine built from scratch by a 23-year-old developer (Axel) primarily for learning purposes, using minimal external libraries (Glad, STB Image). The review, conducted within a VM for safety, focuses on the engine's architecture, examining its level management, entity-component system, custom Win32 windowing implementation, math library, and OpenGL rendering pipeline. Key architectural critiques highlight potential issues with pointer/reference lifetime management for levels, significant memory fragmentation due to per-object/component unique pointers (contrasting with ECS principles), overuse of static singletons for core systems like physics and camera, and highly inefficient rendering practices (unique resources per sprite instead of shared geometry and batching). While acknowledging the project's educational value, The Cherno offers suggestions for improvement, emphasizing data locality, robust ownership models (e.g., using shared_ptr), and leveraging established libraries like GLFW and GLM for non-core, complex tasks.
Greg Engine Code Review: Architecture and Implementation Analysis
#include <string>). Runs the "Basket Man" demo game.Greg engine) and the game (Basket Man) into an executable. Compares this favorably to other structures like the Hazel engine.makeLevel function which returns a reference to an internal unique_ptr. Critiques this approach due to potential lifetime issues and unexpected behavior if the engine internally changes the currentLevel. Suggests using std::shared_ptr for safer ownership sharing between engine and client code.addComponent template function. Criticizes the design of storing each component as a separate std::unique_ptr within a game object, leading to significant memory fragmentation and poor cache performance (violating data locality principles). Contrasts this with ECS approaches where components are stored contiguously by type. Also notes the return of raw pointers, requiring careful lifetime management by the user.WndProc), and OpenGL context setup. Acknowledges its value as a learning exercise but strongly recommends using a library like GLFW for practical development due to its robustness and cross-platform capabilities.destroyObject method which uses a swap-and-pop technique to potentially optimize vector element removal (though questions its benefit with unique pointers).Physics2D and Camera2D as static classes or singletons. Argues these should be regular objects, likely owned by the Level or Scene, to allow for better instance management (e.g., loading multiple levels), easier testing, cleaner resource management, and avoiding global state issues.