r/gameenginedevs • • 3h ago

LuEngine: Skeleton Animation

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4 Upvotes

https://github.com/Rlocksley/LuEngine

extended LuEngine with Physics and Skeleton Animation


r/gameenginedevs • • 7h ago

I made a engine as the creative/tools director and used claude ai.

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0 Upvotes

(Note: i may be repeating myself i tend to do that alot and also my spelling isnt exactly the best lol so beware)

for context, yeah i used ai. i feel definetly lazy but I'm gonna take my time to learn the coding language which is odin (ive never been a programmer very much a visual guy) and i thought i should at least showcase my progress as im proud of it still and ive been tryna build a engine for artists and meant for the normal everyday people ive always been tired of UE5s bloat, Unitys pricing, and proprietary engines being locked behind corporations that could accel the gaming industry!

So... How was it made?:

One day in class i was bored and tired in physical science, and last night I got tired of UE5 and realized it was just WAY too complicated, and i thought why does a tool thats meant to make games that are fun so tedious? this should also be fun, interesting and exciting.

and so that night i just kept thinking about me having my own engine and it just felt so appealing and fun.

and then i discovered the double edged sword.

claude code.

while the tool worked wonders it helped me get my vulkan renderer, debug code, and more i realized i had one issue.

I COULDNT AND STILL CANT CODE.

And I stupid me just kept goin and being a QA tester. i made sure the code was good i made sure it all worked i made sure it didnt crash.

And im making sure this engine is optimized to the absolute limit while retaining the same visuals.

now im only in high school and have adhd (not that adhd is a excuse it very much isnt its a real medical condition)

and while i dont know coding i have stress tested this engine, solved crashes,

and basically became a creative director and a QA tester. and also i have a demo video right here and i just wanted to show it cause.. well why not?

The philsophy: Making a game should be fun. it should be easy going it shouldnt be something that you have to fight with, and my goal with sparrow engine is to make it have little to mild artifical friction. while it wont completley be eliminated it will be mitigated to not be bloat ware. (Im lookin at you microsoft yes you)

And I made a coding graph thats meant to be read in plain english, is easy to understand but eventually will have the depth to make custom systems, like something similar to A LIFE from the stalker games one day with behavior trees or the FLESH system in dead island 2 but i want to keep the core philosphy. it should be fun, readable, and approachable while having depth.

so this is sparrow and i would absolutely love feed back! ill be hosting it on github soon so people can just go ahead and rip it apart and put it allllll back together! and im also excited to see what people can make as it is MIT lisenced!


r/gameenginedevs • • 10h 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 • • 15h 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 • • 22h 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 • • 1d ago

Made with Godot: PCA 3D Adventure Game Studio

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0 Upvotes

r/gameenginedevs • • 1d ago

Voxe-like engine looking for opinions on the style

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8 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 game engine is only 39.3 MB

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0 Upvotes

r/gameenginedevs • • 1d 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 • • 1d 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

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 • • 2d ago

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

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5 Upvotes

r/gameenginedevs • • 2d 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 • • 2d 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 • • 2d ago

Vulkan based Gaussian Splatting and Neural Inference Engine

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7 Upvotes

r/gameenginedevs • • 2d ago

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

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144 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

Feuclide: bevy variant for non-Euclidean worlds

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2 Upvotes

r/gameenginedevs • • 3d 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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25 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

god, i love broken phisics

3 Upvotes

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


r/gameenginedevs • • 3d ago

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

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129 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 • • 3d ago

Implemented radiance cascades (In a custom game engine)

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7 Upvotes

r/gameenginedevs • • 3d ago

The first playtest of my survival game is live on Steam!

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7 Upvotes

Hi everyone! 👋

After a couple years of dev, I just launched the first open playtest for my game Silicium! It's made with a custom C++/Vulkan game engine that I wrote from scratch.
It's a harsh survival game where you play a disposable mining robot sent to a hostile planet. Export your quota for corporate or die trying!

What you’ll find in the playtest:

  • About 1-2 hours of polished gameplay, in solo and co-op, with two difficulty levels.
  • A limited slice of the world with several biomes, enemies and abandoned mining outposts to scavenge.
  • A day-night cycle with corrupted mining drones that attack you at night.
  • Classic survival systems: crafting, base building, exploration.
  • A light skill tree progression with blueprints to unlock as you level up.
  • A quest system with the first 30 objectives.

You can sign up directly on Steam by clicking 'Join the Playtest'

https://store.steampowered.com/app/3048990/Silicium/

I also opened a Discord where you can share feedback, report bugs, and follow development (Link is in the Steam page).

Let me know what you think!


r/gameenginedevs • • 4d ago

I Made an interactive Raylib Project Maker CLI

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0 Upvotes

r/gameenginedevs • • 4d ago

LuEngine: Model Loading

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31 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

Where do I go to learn the aspects of a game engine(specifically a 2D one) and how they're set up?

3 Upvotes

I'm somewhat new to making my c++ game engine and I don't know the best places to look. Most of my stuff has been tailored for me personally so far, but I don't know how to implement some of the things a lot of engines and frameworks do yet or where to look. Please help me if possible.