WebGL Engine

During one of my university courses, we were tasked with building code snippets used in computer graphics. These snippets went from camera perspective computation to scene setup and game-like logic. After the courses was complete I kept working on these snippets and assembled them into a full engine. I ended up scrapping the project as the nature of the way I build the engine made it difficult to work on in the long run and I spent much more time on fixing weird edge cases rather than doing what I was actually interested in. Before archiving the project the engine supported the following feature: Blinn-Phong and PBR rendering, Shadow Mapping, Different methods for collision detection, World Space 3D Text and some basic particle generation.
I ultimately scrapped the project and moved on to different ones, one of these involved also exploring Vulkan which offered more promise as a modern graphics library.