Aegis Starfighter
3D Rail-Shooter Arcade Engine from Scratch

MY ROLE
Engine Architect & Graphics Programmer
TECHNOLOGY
TIMELINE
About the Project
Built an arcade 3D rail-shooter game engine from scratch in C++17 and OpenGL 3.3 Core without external game engine bloat. Features analog corridor flight physics, multi-part boss battles, custom Bayer dithering, bloom post-processing, and procedural audio synthesis.
Key Contributions

Corridor Flight & Arena Physics Engine
Engineered snappy analog flight dynamics with banking, lateral inertia, tactical maneuvers (Barrel Roll deflect, Somersault, U-Turn), wing damage drag model, and 360° All-Range boss arena transitions.
Custom OpenGL 3.3 Rendering & Shaders
Developed custom GLSL pipelines including 4x4 Bayer matrix retro polygon dithering, bloom glow extraction, chromatic aberration, and retro CRT scanline post-processing.
Procedural Audio Synthesizer
Engineered a real-time chiptune sound generator using Windows multimedia audio APIs (winmm) that synthesizes multi-channel music, boss battle BGM, sound effects, and 16-bit radio chatter with zero external audio assets.