Arctis Aurora
A game engine written from scratch in C# on Vulkan. It started as a 2D SPH fluid simulation in WinForms, moved through OpenTK, and grew into a full Vulkan engine with its own UI stack and data layer.
Vulkan renderer
Full pipeline — instance, swapchain, render passes, modules and a compositor — built on Silk.NET. Currently rendering the engine's UI stack, with scene rendering modules next.
XML-driven everything
Schemas are generated from C# attributes at runtime. Bootstrap order, keybinds, asset registries and UI are all declared in validated XML — changing engine behavior is a data edit, not a code change.
Custom UI & text
Widgets, containers and a rich text document model rendered by the engine itself — including font atlas generation and glyph layout.
Multithreaded core
Main, physics and render threads synchronized with reset events — deterministic tick order without lock soup.
The engine is developed in the open — NexerG/Project-Aurora on GitHub. Its documentation is published straight from the repo: read the engine docs.