Dimcrow

One man obsession research project

Dimcrow

A research line into what a serious game engine and editor look like when one developer keeps iterating, with no roadmap to please and no audience to chase.

Origins

The arc started in April 2023 as Slingshot - a smaller engine project that explored a lot of the same questions. Slingshot was built on a classic ECS, and its limits became the catalyst: enough of the system fought against ECS that it was clearer to start over with a different model than to keep patching the old one. Dimcrow is that reset, and its scheduler - IEGS - is the answer to what should sit in ECS's place.

Not everything from Slingshot was discarded. The most direct inheritance lives inside the engine to this day: crow::input, the input subsystem, is descended from Slingshot's. It was already shaped right, so it came along.

Engine

Written in modern C++ from scratch. Built around a small set of strong conventions rather than a vast API surface.

Editor

A Qt 6 frontend with a multi-process host architecture - what you author and what you play run in separate executables, talking over IPC.

Status

The current focus is the first complete game built on top of the system - <game project x ;)>, used as the dogfooding loop that drives every engine and editor change. Each missing feature surfaces as a real problem in the game and gets fixed against that pressure.

Why

Most engines exist to ship a product, please an audience, or hit a deadline. This one exists because the problem is interesting. Every choice - multi- process editor hosts, slang-driven shaders, custom mesh format, four GPU backends - was made because it was the right shape, not because anyone asked for it.

It is not a startup. It is not for sale. There is no roadmap to a 1.0. What there is, is a long-running attempt to answer one question: what does a serious game engine and editor look like when nobody is paying you to take shortcuts?