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Better make demo games. A recruiter won't have time to look into your amazing code. Have some nice screenshots, code samples, tutorials to use the engine, a nice landing page. Look at FXGL, Bevy, Defold. I have never used any of these engines, but I like them already before even looking at the code. They have a nice landing page with showcase screenshots, code examples, links to documentation.
Since you are doing OpenGL, a nice reference to start is LearnOpenGL When you are done with it and are feeling particulary brave, you can learn Vulkan with Vulkan Tutorial. For physics you can build an entire physics engine yourself with the book "Game Physics Engine Development" from Ian Milligton. I did it and it was great ! ( you will also learn very usefull math in the process). For AI there is "Ai for Games" from the same author.
You can make a game engine in Java/Kotlin. But, that doesn't mean you should. For professional work, your choices are pretty much C, C++ and Rust. https://stride3d.net/ is a good counter-example to my claim. But, the far more common method is a high-level language interface over a C++ implementation. https://github.com/google/filament is an awesome example of a Kotlin interface over a C++ implementation. Unity is C# over C++.
You can make a game engine in Java/Kotlin. But, that doesn't mean you should. For professional work, your choices are pretty much C, C++ and Rust. https://stride3d.net/ is a good counter-example to my claim. But, the far more common method is a high-level language interface over a C++ implementation. https://github.com/google/filament is an awesome example of a Kotlin interface over a C++ implementation. Unity is C# over C++.
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