Wrecksmith
A while ago I started writing a 3D physics engine in C#. From scratch. No game engine, no physics library. Just rigid bodies, collisions, and a renderer built on raw OpenGL. It was meant to be a learning project. Then I added joints. Then fracturing. Then ragdolls, vehicles, explosions, and materials that break in different ways. At some point it stopped looking like an engine demo and started looking like a game. So now I am leaning into that. It is becoming a sandbox game about building things and then wrecking them. Everything in it is still hand written, which I am quietly proud of. Setting it up on Steam now. More to come.
A while ago I started writing a 3D physics engine in C#. From scratch. No game engine, no physics library. Just rigid bodies, collisions, and a renderer built on raw OpenGL. It was meant to be a learning project. Then I added joints. Then fracturing. Then ragdolls, vehicles, explosions, and materials that break in different ways. At some point it stopped looking like an engine demo and started looking like a game. So now I am leaning into that. It is becoming a sandbox game about building things and then wrecking them. Everything in it is still hand written, which I am quietly proud of. Setting it up on Steam now. More to come.




