How a Highschool OpenGL Project Became a Full 3D Game Engine
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Hedra is a 3D open world game I wrote from scratch while in highschool
Hacker News →Project Hedra started as a learning project when its creator was around 15, aimed at understanding OpenGL. It evolved over several years into a complete open-world 3D RPG with a custom engine spanning roughly 100,000 lines of code, supporting Linux and Windows. The finished game includes procedurally generated worlds, quest systems, loot with rarity tiers, skill trees, four character classes with specializations, NPC systems, crafting, fishing, trading, companions, and multiple dimensions.
The technical foundation demonstrates sophisticated game engine architecture. The renderer combines modern OpenGL with screen-space reflections, ambient occlusion, and anti-aliasing. World generation uses Marching Cubes—an isosurface extraction algorithm applied to voxels—to procedurally generate terrain at runtime from a single seed, eliminating persistent world files. The engine features a custom entity-component system, Python scripting support, Steam integration, and carefully optimized memory management with stack and heap allocators designed to minimize garbage collection during gameplay.
The project’s architecture enforces engineering discipline: the game operates as a mod on top of the core engine, keeping the modding API current and maintainable. The codebase includes over 1,000 test cases and automated CI/CD pipelines for deployment. Notably, the engine only loads plaintext 3D formats (.PLY and .DAE), requiring custom parsers that convert text descriptions into interactive 3D environments.
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