Love is a 3D game engine that utilizes OGRE as the rendering system, BulletPhysics as the physics library, and Lua as the scripting language. It was developed by a group of nine people and was used to create the video game "Crunch Through Hell."
Love employs the OGRE graphic rendering library, which also provides a resource manager and entity hierarchy. It uses FMOD for audio, SDL for input handling, BulletPhysics for 3D physics, and Lua as the scripting language.
In terms of gameplay architecture, Love implements an entity-component system, and the entities to be updated, rendered, etc., are those present in the current game scene. Love includes a scene manager to switch between scenes as needed.
Lastly, Love features a set of native components within the engine, such as Transform, Camera, MeshContainer, Collider, Rigidbody, Sound, and Image.
For the architecture of gameplay, components, and more detailed information about the engine, you can refer to the repository.
Regarding my contributions to the development of LoveEngine, I took on the following responsibilities: researched BulletPhysics and created a layer around the library to communicate with the engine, developed automation scripts to compile the libraries and the engine solution (which took a significant portion of the development time as I had no prior experience with automation scripts on Windows), implemented error handling in all engine modules, and incorporated Overlays with OGRE for the user interface.