Originally starting as a tool for experimenting with terrain
generation, realm developed into probably my best attempt
(so far) at a fully fledged game engine.
Features:
Shader generation pipeline, allowing streamlined creation of custom
shaders
Model loading (.obj)
Shadows
Entity Component System (ECS)
Additionally, this system was done in primarily a static manner,
where most of the work was done at compile time by leveraging D’s very
strong templating
and compile time systems
Materials
Virtual file system
In-house UI rendering and creation
Development has mainly ceased because I switched to Linux from
windows, but I am actively porting its current state to Linux.