Engine Architecture
TempestEngine is a native game engine written primarily in C with selective use of C++20. Its runtime, rendering backend, entity representation, memory systems and development tools are implemented as part of the engine.
The architecture emphasizes explicit data representation, memory ownership, cache locality and predictable execution. Engine systems are designed around the data they process rather than extensive inheritance hierarchies.
- Custom sparse entity representation with component data and hierarchical relationships.
- Arena-based memory management, temporary memory and explicit allocation lifetimes.
- Separation between the platform layer, engine runtime and application code.
- Task-based parallel execution and multithreaded engine workloads.
- Runtime code reloading and incremental development workflows.
- Scene serialization, asset persistence and resource caching.
- Custom rendering hardware interface and GPU resource management.









