Building a high-performance, custom 3D game engine from the ground up — powered by C++23 and Vulkan.
🔧 KEngine
Our main project — a fully custom, 3D game engine written in modern C++23. It is designed with performance, modularity, and multi-API rendering in mind.
- Rendering back-end: Vulkan (DirectX 12 planned)
- Architecture: Entity-Component-System (ECS)
- Scene management, asset pipeline, physics integration and more
🧵 KThreads
KThreads is our multi-threading layer built for deterministic, high-throughput workloads
- Single thread management with polls of tasks
- Thread pool management that can hold multiple queues, each with its own reserved threads
- Priority management for each queue of a pool, priorities being "High" or "Low"
🧠 KAlloc
KAlloc provides a suite of high-performance, low-level memory allocators tailored for real-time game engine workloads
- Based on C++23
- Aligned allocations & allocator-specific strategies (linear, pool, stack)
- Tracking and debug validation
- Optional Tracy profiling integration
All Kayou Corporation projects follow our unified C++23 code convention.
→ See CODE_CONVENTION.md for the full reference.
We welcome any contribution and would be more than happy to discuss our project with anyone willing to!
If you wish to contribute, please read CONTRIBUTING.md before opening a pull request.