Edit: This series might be educational but I did write it as a student and hadn’t ever shipped a real game with the below information. Other people might have shipped real games with similar techniques, but me specifically, as the author, did not. Just a fair warning :)
Here lays an article series about implementation details of a custom game engine in C++. The techniques presented here, though my own, are mostly learned from various programmers who are much better than I am. Luckily I am able to share the information taught to me to all readers!
Each article is a selected topic about a specific portion of the game engine SEL. Hopefully the open-source nature of SEL can provide others with a great resource for learning all of the various topics presented here.
Article series (in no particular order, other than release date):
- C++ Function Binding
- Lua Components
- Enumeration Reflection
- Simple Sprite Batching
- Automated Lua Binding
Some older articles actually explain implementation within SEL, and are also pretty good sources of valuable info: