The project's README from github.com/maxilevi/project-hedra. As one markdown file: README.md.
All code at the pre-ai tag and in its earlier history was written before AI-assisted development.
Project Hedra is an ambitious open-world, low-poly RPG. Choose your class, explore endless procedurally generated worlds, unlock different skills and complete procedurally generated quests.

More screenshots at (Screenshots)
I started this project when I was in highschool (around 15 yo) in order to learn how OpenGL worked.
The scope creep quickly arrived and after a few years it turned into a fullfledged 3D game and game engine. The codebase has around 100k LOC and the game has first class support for Linux and Windows.
The million lines of code are not in vain. The game and engine are both full of features :)
WorldRenderer.cs. Renders the entire world in just 3 (actually it depends on how partitioned is the data buffer, but it was designed to be in 3) draw calls (water, terrain, instanced) using glMultiDrawElements.
Block.cs. Core component of the world. Read more at https://maxilevi.com/blog/procedural-meshing-hedra
Fishing.py. Written in Python as a mod script using IronPython, directly interacts with the C# API.
NativeArray.cs Implementation of an array primitive using a custom allocator. The same project provides heap based allocators as well as stac based ones using stackalloc. The idea was to minimize the automatic heap allocations (and thus avoiding the GC) during the game frames.

TODO add more
The game is a mod to a base engine. The idea of architecturing this way was to force myself to maintain the mod API up to date, therefore encouraging access to make mods.
Basically the entire game. This includes AI logic, components, world generation, module systems, object placement and lots of other stuff.
The core parts of the engine, this defines all the abstractions to the world. It handles rendering, sound, different base systems as well as the general windowing, game loop and platform features. The split was not done at the start so some stuff might still be outside.
Core primitives used in the engine. This includes heap and stack allocators, custom implementations of lists and arrays as well as wrappers to pointers to native and some other useful primitives
Test suite that
Command line tool to compress the game assets into convenient binary files. Combines images, models, sound files, shaders into a single binary file with a structure designed for fast data retrieval.
Once upong a time Hedra used to support multiplayer. It worked by doing UDP Hole Punching and having clients communicate P2P, this server was in charge of that. You might also see some networking remnants in the Engine code.
The build process is pretty straightforward.
You can check the GitHub actions workflows for some examples on Linux and Windows.