
Figure 1: Custom 3D game engine showing implemented shadow rendering and shader effects
Built complete 3D game engine from scratch in C# using XNA, including advanced features like shadows, networking, and peer-to-peer TCP hole punching.
During software engineering studies, wanted to create World of Warcraft-style arena PVP game. Pre-dated free Unity/Unreal (both became free in 2015). Only option appeared to be building C++ engine from scratch. Found Microsoft XNA framework - DirectX 9 in C# - aligned with university curriculum.
Implemented shadows, glowing objects, custom shaders, skeletal animation, sprite effects, physics engine, networking (peer-to-peer). Major achievement: TCP hole punching in C# to avoid server costs. Wanted TCP (harder than UDP). Successfully played with friends over internet without dedicated server. Worked even on LAN-only dorm connections.
Functional game engine. Implemented all planned features. TCP hole punching worked for multiplayer. Discovered Unity in 2012 - shadows achievable with single checkbox. Realized custom engines no longer viable. Switched to Unity (also C#). Understanding of 3D graphics fundamentals.