Over the last 4 years I've been developing Skyformer, including making all the art. Technical features include:
- OpenGL for graphics, OpenAL for sound, GLFW for input
- Terrain rendered using techniques inspired by REDengine 3 with a custom terrain/world editor.
- Networking framework for co-op with TCP + custom binary protocol
- Immediate mode UI framework, SDF text rendering
- Cascaded shadow mapping with soft shadows.
- Weather simulation (with my own fake physics)
- Dynamic skydome
- Water based on Gerstner waves
- Swept-sphere collision detection and response
- Soft-particles / transparency
- God rays
- Grass rendering
- FXAA, SSAO, Bloom
- etc.
You can ask me anything and let me know if you have any feedback. Thanks!
Your stack seems very reasonable and stable. I've also worked on similar things (Gerstner waves, god rays, grass, dynamic skyboxes) from comfort of Lua and nice API over Vulkan. Implementing each of those visual components was very satisfying work. Alas, I never managed to weave more than ~3 together into the same project.
How does the AI work? There must be a lot of it for a factory builder?