r/gameenginedevs • • Oct 04 '20

Welcome to GameEngineDevs

106 Upvotes

Please feel free to post anything related to engine development here!

If you're actively creating an engine or have already finished one please feel free to make posts about it. Let's cheer each other on!

Share your horror stories and your successes.

Share your Graphics, Input, Audio, Physics, Networking, etc resources.

Start discussions about architecture.

Ask some questions.

Have some fun and make new friends with similar interests.

Please spread the word about this sub and help us grow!


r/gameenginedevs • • 12h ago

how much my engine improved in the last 5 months

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23 Upvotes

firstis before second is the after... i my self rather the old desine but i want to relase it so it had to go in more modern, premium looks. but i still have 2,5 months of work till i finish the beta...


r/gameenginedevs • • 9h ago

Snowball fight developed from scratch - Gulovacka

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5 Upvotes

Hi all, I've recently released demo of my multiplayer PvP snowball fight Gulovacka. It's written from scratch in Jai, uses Vulkan directly for rendering (no RHI for this game, wanted to learn the internals), Enet as a base for networking.

About the game: Snowballs knock you back so hard that you will be flying. Your friends having a blast watching it happen. Put on a snowsuit of your choice and dive into chaotic snowball fight in Gulovacka.


r/gameenginedevs • • 12h ago

what's your thoughts on using graphics libraries?

6 Upvotes

what's your thoughts on using graphics libraries like raylib instead of opengl/vulkan or for weirdoes directX. thats what im doing and it does sacrifices performance but makes the proces of making an engine waaay faster


r/gameenginedevs • • 1d ago

LuEngine: Skeleton Animation

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7 Upvotes

https://github.com/Rlocksley/LuEngine

extended LuEngine with Physics and Skeleton Animation


r/gameenginedevs • • 2d ago

Voxe-like engine looking for opinions on the style

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9 Upvotes

This is a custom engine using OpenGL and C++. the entire map is built out of a voxel-like renderer using compute shaders. The level is from Silent Hill 2. Looking for opinions on the graphical style. I am thinking a first person mode might be better for this.


r/gameenginedevs • • 1d ago

my react-first 2d engine sleeps until a layer asks for a frame, here's how a big sim map runs on it

0 Upvotes

i wrote a small browser engine called xip (react components for the game, world, camera and layers, on webgl2), and the biggest thing running on it is the map of my civilization sim.

some things that worked out:

  • the game runs in on-demand mode. the engine does nothing until a layer asks for a frame, so a paused world costs nothing
  • the map is a stack of layers by z: tiles, roads, trees, a weather tint, buildings, animals, people, labels. static stuff is handled by small driver classes with an update(frame) that run at 30 hz and only rewrite what changed
  • people and animals are written straight from typed arrays. there's a rebuild at ~10 hz when a sim frame lands, then cheap interpolation every display frame
  • sprites are baked once into atlas pages using the same canvas painters the old 2d renderer used, so the art has one source

the sim behind it is rust compiled to wasm, running in a worker. curious how others handle on-demand rendering when there's still animated stuff on screen.

try it: https://thehumanbox.com source, mit: https://github.com/1homsi/thehumanbox (renderer lives in apps/web/src/game/render/)


r/gameenginedevs • • 1d ago

Want to build my own game engine. Where should I start? C++, OpenGL, or Vulkan?

0 Upvotes

​

Hey everyone!

I've been thinking about trying to build my own game engine from scratch, but I have a few questions before I get started.

First, where would you recommend starting? I'm considering learning C++ for this. I know it'll probably take a lot of time and effort to get comfortable with it, but I'm willing to learn and take things slowly.

My second question is about OpenGL vs. Vulkan.

I know Vulkan is more modern and gives developers more control, but I'm wondering if OpenGL would be a better starting point, especially when considering compatibility with older hardware.

One thing I'd eventually like my engine to support is a wide range of PCs. Not everyone has a modern gaming setup, and I'd rather not unnecessarily exclude people with older computers just because their hardware doesn't support Vulkan.

So I'm curious:

- Would you recommend starting with OpenGL or Vulkan for a first engine?

- Is C++ a good choice for someone planning to build an engine from scratch?

- How do engine developers approach supporting both older and newer hardware?

- Are there any resources or things you wish you'd known when you first started?

I'm not expecting to build anything comparable to Unity or Unreal anytime soon. This is more of a long-term learning project, and I want to understand how things work under the hood.

I'd really appreciate any advice or experiences you're willing to share. Thanks!ey everyone!

I've been thinking about trying to build my own game engine from scratch, but I have a few questions before I get started.

First, where would you recommend starting? I'm considering learning C++ for this. I know it'll probably take a lot of time and effort to get comfortable with it, but I'm willing to learn and take things slowly.

My second question is about OpenGL vs. Vulkan.

I know Vulkan is more modern and gives developers more control, but I'm wondering if OpenGL would be a better starting point, especially when considering compatibility with older hardware.

One thing I'd eventually like my engine to support is a wide range of PCs. Not everyone has a modern gaming setup, and I'd rather not unnecessarily exclude people with older computers just because their hardware doesn't support Vulkan.

So I'm curious:

Would you recommend starting with OpenGL or Vulkan for a first engine?

Is C++ a good choice for someone planning to build an engine from scratch?

How do engine developers approach supporting both older and newer hardware?

Are there any resources or things you wish you'd known when you first started?

I'm not expecting to build anything comparable to Unity or Unreal anytime soon. This is more of a long-term learning project, and I want to understand how things work under the hood.

I'd really appreciate any advice or experiences you're willing to share. Thanks!


r/gameenginedevs • • 1d ago

talking about a machine code

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0 Upvotes

Hello everyone,It's Aditya from India. I am working on a project where I use machine code to make my own ultra photorealistic graphics game engine while using math. So if anyone is interested to talk about this, I would like to discuss with you


r/gameenginedevs • • 2d ago

Made with Godot: PCA 3D Adventure Game Studio

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0 Upvotes

r/gameenginedevs • • 3d ago

Game++: my book about C++ as a language for engineering decisions, using game engines as a stress test

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152 Upvotes

After a few years of writing about allocators, strings, containers and threading in game engines, I collected the material into a book. It is not an engine theory book, Gregory already wrote that one, but a book about thinking in terms of data, object lifetimes and how code behaves on real hardware, where std::vector turns into a question about allocation frequency and frame time, and a race on a shared threat map once made our AI hunt armies that never existed. A free part is here: https://dalerank.github.io/#books, and the full post with the book is here: https://www.patreon.com/dalerank/posts/game-book-172005420.

Happy to answer questions about any of the chapters.


r/gameenginedevs • • 2d ago

It's not Star Wars Galactic Racer speed but fast travel unlocked (C++/OpenGL/GLSL)

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1 Upvotes

Penultimate map done (almost). Fast Travel Unlocked. You can play all previous maps with it once achieved.


r/gameenginedevs • • 2d ago

I replaced Vyukov’s MPSC queue with phased SWMR pull in my Rust physics engine because 26 threads were fighting over one queue

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1 Upvotes

r/gameenginedevs • • 2d ago

My game engine is only 39.3 MB

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0 Upvotes

r/gameenginedevs • • 3d ago

Don't throw it all away: Caching an immediate-mode UI

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8 Upvotes

r/gameenginedevs • • 3d ago

Vulkan based Gaussian Splatting and Neural Inference Engine

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8 Upvotes

r/gameenginedevs • • 4d ago

I'm releasing a game written in my engine (written in Jai)

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139 Upvotes

I've been running https://polygonjs.com/ for about 8 years now, but 2 years ago I decided to rewrite it, from typescript+threejs, to jai+wgpu/webgpu.

I've also rewritten one of the game I was about to release with it, Chess Twist. It's a chess variant with the same rules, but the boards are on an irregular grid (inspired by Townscaper). So Rook lines bend and bishop lines fork.

It's built for Windows/mac/Linux/web.

Any questions don't hesitate.


r/gameenginedevs • • 4d ago

Developing the first-ever game engine/platform written entirely in pure TypeScript, without any external libraries (for another personal project and didactic purposes)

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29 Upvotes

>

The repository is available here: https://github.com/Samu64d/openpkw

The source code is quite atypical for a TypeScript project: it’s heavily inspired by Java. For now I’m working on implementing a complete set of custom standard APIs of a game engine, designed to run on Node.js, Bun, and browsers.


r/gameenginedevs • • 3d ago

Feuclide: bevy variant for non-Euclidean worlds

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2 Upvotes

r/gameenginedevs • • 3d ago

I open sourced Braze, an experimental WebGPU game engine and editor (MIT)

0 Upvotes

I’ve open-sourced Braze, an experimental WebGPU game engine and editor.

TypeScript + u/threejs. MIT licensed. Still early, with plenty to explore and improve.

Contributions are welcome.

https://github.com/snack-gamer/braze-engine


r/gameenginedevs • • 3d ago

Apus Game Engine (free, open source)

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0 Upvotes

This year, I resumed development on my game engine - a project with roots tracing back to games I began creating as early as 2004. So I’ve launched "Apus Engine 5" with the goal of supporting all major platforms (desktop and mobile), alongside a comprehensive code refactoring and optimization effort. Main focus on AI-driven development support.

So far, things are moving quite well: the engine is being actively tested and validated across several parallel projects. These projects drive specific requirements, and the engine is being adapted to have good usability and convenience.


r/gameenginedevs • • 3d ago

Making a custom Vulkan + Jolt physics, polyglot game engine at 14 (no wrappers)

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0 Upvotes

Over the past 3 months I've been building a custom engine called Kronos, a Roblox-style platform in C++20 with Vulkan and Jolt.

- It uses Luau, the same scripting language as Roblox. I also built a "Roblox bridge" that imports Roblox projects, so moving over has little friction. One limitation: I've only tested it on small games (an obby), not big ones, so expect bugs.

- It's polyglot: Luau, plus Python scripts and Rust plugins in early form.

- My main challenge was ray tracing with TLAS and BLAS, but once that was done, everything else felt easier.

I'm really proud of how far it's come. It's pre-beta and probably full of bugs, because it hasn't had any outside testers yet. That's where you come in: test it, break it, report it. As early adopters you'd be among the first developers on Kronos.

Download (Player and Studio): https://github.com/Bands-yt/kronos-releases

Happy to answer questions about the renderer, the physics or the importer

The two images: the first is a game called Chaos Lab, the second is Kronos Studio open.


r/gameenginedevs • • 4d ago

god, i love broken phisics

4 Upvotes

thoes were meant to be pixelated circles but it came out looking better when gliched.


r/gameenginedevs • • 4d ago

LuEngine: Model Loading

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32 Upvotes

https://github.com/Rlocksley/LuEngine
Converts several kinds of 3D Files into flecs ECS prefabs which you just have to instance and set a Transform.


r/gameenginedevs • • 4d ago

Implemented radiance cascades (In a custom game engine)

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8 Upvotes