Frostheim is a custom 3D level editor designed to bridge the gap between engine efficiency and designer workflow. Built from scratch in C++ using DirectX 11, it focuses on fast iteration times and robust scene management.
My goal was to implement industry-standard patterns (ECS, Command Pattern) to create a tool that feels responsive and professional.
Implemented a robust Command Pattern. Every action (Move, Rotate, Delete) is encapsulated as a command object pushed onto a stack.
Data-oriented design using contiguous memory arrays for components to minimize cache misses during update loops.
Visual breakdown of the tools capabilities.