5 years into development of my custom game engine

10.2.2026

This article has been long overdue.

As with the the previous article on this subject, this post is a bit beyond 5 years of development. This should be considered a continuation of that article, so read it first if you haven't already.

As a reminder, Kohi's repo was officially created on 2.28.2021. I work on this project less than part-time hours every week, usually maxxing out at about 10-15 hours at most.

To date, if I were to take all the collective time I have spent over the course of this project, it's probably somewhere close to around 15 months or so of full-time development. If I were to factor out the experimental bits of code, we're probably looking at more like a year flat. The progress made in that time, in my opinion, is quite substantial.

Since the last article, there has been a large architectural transition from the older Kohi resource/rendering architecture toward a more modular engine, with the biggest areas of development being asset/resource management, Vulkan rendering, materials/shaders, animation/model support, terrain/editor tooling, cross-platform infrastructure, and C-level portability/performance.

Here is a brief list detailing the highlights of the work done thus far:

This is by no means an exhaustive list. You can see a list of filtered commits here, including the lastest in-progress version branch here. Note that the TODO.md and CHANGELOG.md files in the repo also list a lot of these changes.

Shadows of Illumina

Shadows of Illumina will be the first game made and released with Kohi. It was initially conceptualized on February 12, 2025, and named the week after on February 19, 2025. Much of the original concepts, lore, mechanics, etc. were designed on-stream here:

Long story short, it's an "isometrically-perspectived" 3D action RPG, but with a few major twists, specifically concepts that were developed after.

For reasons detailed in the game's lore, it will feature several rendering modes, all taken from the perspective of a drone following the player around the world. The player's perspective is that of the drone, which can be changed along the way. The four modes are:

Renderer mode will be switchable via equipment at almost point in the game, except for during combat or cutscene sequences, or any other scenario where gear can't normally be changed.

Additional information may be found over at the Shadows of Illumina Website.

The way forward

From here, only features required by Shadows of Illumina will be added to the engine until it's release. This doesn't count for bugfixes and quality-of-life improvements, though - those will still be added along the way.

Make sure to keep up with the project by checking out the live stream. Hope to see you there!

Some links: