Cthulhu is a custom 3D game engine written in C++ for the sole purpose of building first-person shooter games.
The long-term goal is to create a serious, editor-driven FPS engine with a focused scope rather than a general-purpose engine.
This will allow Cthulhu to excel at its job.
I plan to work on this until my last breath.
I'm currently 16 years old.
Cthulhu is still in early development. Contributing is not possible yet and there are no docs.
- OpenGL 4.0 rendering with Cook-Torrance PBR and normal mapping
- glTF model loading with FastGltf (PBR materials, embedded textures)
- Jolt Physics integration with an FPS character controller
- Directional and point light shadow mapping
- HDR skybox with tonemapping and gamma correction
- Editor/Game mode toggle and ImGui debug panel
Cthulhu is being developed as a long-term engine project with a focus on:
- Learning by building
- Visible progress through milestones
- Clean foundations without premature overengineering
- Practical FPS-specific design decisions
Cthulhu/
├─ src/ # Engine source files
├─ include/ # Engine headers
├─ SandboxSample/ # Standalone game sample using the engine library
├─ assets/ # Models, textures, scenes, etc.
├─ shaders/ # GLSL shader files
├─ Libraries/ # Third party dependencies
└─ build/ # Build output
KalaMake — build system used for Cthulhu, developed by Lost Empire Entertainment.
A very big thanks for making a great alternative to CMake which is really saved me time and loads of headaches.
Lost Empire Entertainment — if you want to explore their broader ecosystem of tools and engines, check out their GitHub.
Note: their Elypso Engine is currently being reworked.
I will be honest and transparent with you that Ai has been used in this project to assist me I will admit sometimes I am reliant on it some people don't like Ai some people don't care I hope you still find interest in Cthulhu regardless!