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@Kayou-Corporation

Kayou Corporation

🎮 Kayou Corporation

Building a high-performance, custom 3D game engine from the ground up — powered by C++23 and Vulkan.

Languages test Graphics API License


🚀 Projects

🔧 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 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

📐 Code Convention

All Kayou Corporation projects follow our unified C++23 code convention.
→ See CODE_CONVENTION.md for the full reference.


🤝 Contributing

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.


As these projects are mainly for learning purposes, we try to avoid the usage of (generative) AI as much as possible.
Built with ❤️ for the Kayou.

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  1. KEngine KEngine Public

    C++ 3

  2. KThreads KThreads Public

    Thread management for Kayou

    C++ 1

  3. KAlloc KAlloc Public

    Memory allocation & tracking for Kayou

    C++

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