Inter-Metaphysical Engine (IMPhysical) is based on Monogame and Jitter2 for both game logic and physics/collision simulation.
It has a deep focus on 3D-Related games, as it provides tools for rendering and hierarchy organization.
This engine shares a similar workflow to the one present in the Unity Engine, having an architecture based on Scenes with Object that themselfes contain Components, with the major difference of being much more lightweight (in terms of
content, abstraction, and obfuscation) while providing the tools necesary for game production-ish.
The idea of making this engine came from the perception I had over the current state of Unity, as of its engine specifically, where it feels as if the toolbox it portraits had many tools that were either non-necessary for the
scope of my game ideas, or convuluted, in a way that made the proccess of going from A to B more tedious, as it felt like a battle against the tools it provides. In other words, the engine itself is not a problem, per se, but its implications
against my workflow and design choices "are".
No AI was used for this project, the closest thing to it is the DISGUSTING google AI responses that appear when searching for something, that either gives bad information or straight out alucinates and makes up a whole new method or class.