Snow Leopard Engine

A C++ / OpenGL 4.6 game engine built by a 7-person MSc team at Leeds — where the Vultra story began.

SnowLeopardEngine/SnowLeopardEngine - GitHub

Why This Exists

Snow Leopard Engine was the group project (COMP5530M, 2023/24) of the High-Performance Graphics and Games Engineering MSc programme at the University of Leeds: build a game engine from scratch, then prove it by shipping a game demo on top of it — the demo you can see in the video above.

The Team

Name Responsibility
Kexuan Zhang Leader. Architecture, Core Systems, Rendering, Editor, Audio, Report
Ziyu Min Associate Leader. Rendering, Shaders, Report
Jubiao Lin Physics, In-Game GUI, Poster
Simiao Wang Physics, Poster, Showcase Video
Ruofan He GamePlay (Path-Finding)
Haodong Lin Animation
Yanni Ma Editor

What We Built

  • Modern OpenGL 4.6 renderer with PBR and post-processing effects
  • DzShader — a Unity-like, data-driven shader format. This was my first experiment with data-driven shading, an idea that later matured into vshadersystem.
  • PhysX physics simulation, skeletal animation, simple in-game GUI, and an editor
  • An attempted C# scripting integration (the .NET SDK was already in the build requirements) — we never finished the API bindings, but the idea survived: the private VultraEngine is now built around CoreCLR C# scripting.

Retrospective

The biggest gain was the people: seven teammates, each with their own strengths. The biggest regret was time — coursework and exams competed hard for everyone’s hours, and as the leader I absorbed a lot of pressure holding the project together. We didn’t reach the polish I had hoped for, though what we shipped was still respectable.

Those regrets didn’t go to waste. The shortcomings of a monolithic, OpenGL-era engine — and the wish to do it properly — are exactly what seeded the Vultra Ecosystem.

License

MIT — see the repository.