I will build a custom 3d opengl graphics engine


About this gig
Are you trying to build a custom indie game, an academic simulation, or a graphics framework from scratch but getting bogged down by boilerplate code? Let me handle the low-level heavy lifting.
Instead of spending weeks setting up windows, fighting with matrix math, and debugging shader linking errors, I will build you a clean, highly optimized, modular C and OpenGL graphics engine template tailored specifically to your project requirements.
What I Can Build For Your Engine:
- The Foundation: Robust GLFW/SDL2 window creation, modern OpenGL context initialization, and strict memory management.
- Math & Camera: Fully functional Model-View-Projection (MVP) matrix math, perspective/orthographic projections, and fly/FPS cameras.
- Asset Pipelines: Custom or library-based parsers for loading textures (stb_image) and 3D meshes (.obj).
- Advanced Shaders: Modular GLSL shader programs supporting dynamic lighting, materials, and post-processing effects.
- UI Integration: Clean integration of Dear ImGui for engine debugging tools, sliders, and live variable tweaking.
Every delivery includes fully documented, modular C source code, clear compilation instructions (Make), and zero bloat.
Get to know Bairam
I Code in C
- FromBulgaria
- Member sinceSep 2026
Languages
English, German
FAQ
What operating systems will the engine run on?
The code is written in standard cross-platform C and uses cross-platform libraries like GLFW. By default, I will configure it for Windows, but because it is standard C and OpenGL, it can easily be compiled on Linux or macOS with minimal changes to the build script. Let me know your target platform.
What external libraries do you use, or is it written from scratch?
To keep the engine modern and efficient, I use standard, lightweight libraries for windowing and loading assets: GLFW (for windowing and input), GLAD (for OpenGL function loading), stb_image (for loading textures), and cglm or a custom math header (for vector and matrix operations).
Which version of OpenGL do you use?
I strictly use Modern OpenGL (Version 3.3 Core Profile or higher). This ensures the engine uses efficient, modern vertex arrays (VAOs/VBOs) and custom GLSL programmable shaders, avoiding obsolete, slow, immediate-mode code like glBegin() and glEnd().
Will you provide the build files (CMake / Makefiles)?
Yes, absolutely. Every project comes with a fully configured build system—typically CMake or a clean Makefile—so you can compile the entire project with a single command right out of the box.
Can I use this code for a commercial commercial game or application?
Yes, 100%. Once the order is complete, the source code belongs entirely to you. You receive full commercial rights to use, modify, and distribute the engine or game you build on top of it.

