Hobby 3D game engine in D (WGPU + SDL3 + ECS) — built with AI

Leonardo T A leotada523 at gmail.com
Tue Jul 21 21:11:16 UTC 2026


Hi everyone,

I’ve been hacking on a small **toy / hobby** 3D game engine in D 
— not a product, just something to explore whether D feels good 
for this kind of work.

**Important:** this project was built **with heavy AI assistance**

**Stack:** SDL3 (window/input/audio) + WGPU-native (Vulkan on 
Linux), sparse-set ECS (`World!(Components...)`), PBR + IBL + 
shadows, bloom/FXAA, Box3D physics via **ImportC**, and a simple 
scene editor.

What I like about doing this in D so far:
- `@safe` by default + thin `@trusted` around C APIs
- DIP1000
- compile-time ECS (no runtime reflection)
- two-layer GC: `@nogc` in the engine frame loop, GC allowed in 
gameplay systems, with `Pod!T` / `Handle!T` / `StringId` / 
`FrameArena` for engine storage

Linux / Wayland is what I actually run day to day. Windows is on 
the wishlist; don’t expect it to Just Work yet.

Repo (MIT): https://github.com/leotada/game-engine

Quick look: `dub run --config=pbr`

Curious what the D community thinks — especially about the 
AI-assisted workflow and whether the resulting code/architecture 
looks sane. Feedback welcome.


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