Steel Engine
An own C++ engine: scenes defined in config, prefabs with overridable parameters — the idea Unity later made mainstream. It was also my bachelor’s thesis, “Modelling mechanical motion in computer graphics” (University of Latvia, 2006, supervisor Dr. Paulis Ķikusts): separate graphics and physics engines, where an object only describes how it looks and the engine decides how to draw it; and a rigid-body physics model written from scratch in 3D, with six degrees of freedom — the cylinder method and the sequential collision algorithm carried over from my 2D coursework, scripted trajectories alongside free motion, collisions resolved by conservation of momentum and energy, about a hundred bodies in real time. The reviewer noted that the motion in the demos really obeys the laws of physics, which many graphics engines of the time did not. Source is public.