MagnaVerse Engine. Rewriting the Renderer: 700 FPS, Shiny Walls and Math Glitches

MagnaVerse Engine. Rewriting the Renderer: 700 FPS, Shiny Walls and Math Glitches

Testing the new render architecture for MagnaVerse (Custom C++ Game Engine). Moving away from brute-force methods to analytical geometry (Hilbert's 16th Problem patches, Geometric Algebra, ReDAG). Current Status (v0.2 Refactor): The engine is currently undergoing a massive transition from legacy OpenGL 3.3 to a modern compute-driven pipeline. Performance: ~600-800 FPS in Sponza Atrium with dynamic lighting logic. Visuals: Heavily Work-In-Progress. PBR materials are currently uncalibrated (hence the "wet/shiny" look), and the Boss entity is being transitioned from polygons to H16 algebraic patches (visible as glitches/artifacts). Time: Implementing "Surreal Time" logic for resonance-free physics. Tech Stack: Language: C++20 Math: Custom Geometric Algebra Library (Motor-based), ReDAG (Reactive DAG for scene management). Hardware: NVIDIA GeForce GTX 1660 Super + AMD FX-9590. This is not a finished render, but a proof of concept for the underlying mathematical architecture. #gamedev #cpp #opengl #engine #optimization #programming