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|   for the past year i've been developing a game engine in c++ and directX.        |
|   it is built completely from the ground up, using my own libraries:              |  
|    - multi-heap memory system with aligned allocations and cross-heap tracking    |
|    - tree structured object system                                                |
|    - simd optimized math library                                                  |
|    - file library wrapper                                                         |
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|   the engine supports fonts, sprites, multiple lights and cameras, textures and   |
|   shaders, and both rigid and skinned animations.                                 |
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|   it is optimized for data parallelization in the gpu, with computationally       |
|   expensive tasks being offloaded to the gpu along with shader computation.       |
|                                                                                   |
|   it is completely data-driven, utilizing a custom offline converter that         |
|   marshals data to the engine using google protocol buffers.                      |
|                                                                                   |
|   next up is to create a user interface for it :)                                 |
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