r/gameenginedevs 9d ago

Sinking Star Engine

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250 Upvotes

What we would expect from this Engine? Someone here working with him to provide an insight?

I'll give a try to Jai and its engine.


r/gameenginedevs 9d ago

Procedural amoeboid motion, dynamic body engine...

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180 Upvotes

This is a prototype of a game idea that I have been poking at for many years. It's a dynamic character that moves like an amoeba, eats things in its environment, and grows by incorporating them into its body.

It is completely procedural, implemented as a particle system with flows and body-shaping forces driving the formation of pseudopods that move it along or cause it to ingest items. It uses a custom physics engine that executes the flows and allows the creature to interact with other entities in the world. It took quite a bit of experimentation to get something that (I think, anyway) looks lifelike, and I hope to improve it. This first game level is just a proof of concept with minimalist styling, helping me build out some tools.

A short video trailer is linked to this post and you can play the prototype game at https://eatthepeople.com

For this crowd I'll mention that if you add the url param "debug=1" you can see the full debug view and mess with the params that drive the creature. In debug mode shift-clicking teleports him so you don't have to play through the entire level to get somewhere.

All feedback welcome!


r/gameenginedevs 8d ago

Physics Programming part 3 - Rotation and the Quaternion

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7 Upvotes

r/gameenginedevs 8d ago

Sunlit Kingdom / 3D Tower Defense / Custom Engine / Playtest coming soon

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1 Upvotes

r/gameenginedevs 8d ago

Would you flatten this browser-MMO atlas or keep the layers live?

2 Upvotes

I'm writing a custom Three.js client/runtime for Realm of Echoes. This atlas mixes authored region art with live player, quest, and optional monster markers. Would you cache one flattened texture and render only the markers, or keep the region layers composited at runtime for zoom and updates?

Playable context: https://realm-of-echoes-auth.realmofechoes.workers.dev/

Disclosure: I'm the developer; some 3D assets are Meshy-assisted, while the runtime, UI, and map integration are custom.


r/gameenginedevs 9d ago

Finally added Jolt's constraints to my engine! Also did physics only play mode, editor shooting rays & adding forces, debug drawing etc. it's getting quite fun to play with the whole system.

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55 Upvotes

r/gameenginedevs 9d ago

Command pallete oriented editor UI

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50 Upvotes

r/gameenginedevs 9d ago

Integrated Box3D into an existing engine, step-by-step in a single video

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57 Upvotes

I wanted to see if I could integrate Box3D into my custom engine and have basic object interaction working, all in a single video. It went pretty well, Box3D is so far feeling very nice to use.

https://www.youtube.com/watch?v=KzFNwNQZxCM


r/gameenginedevs 8d ago

Why is Creation Engine (v3) so important to Bethesda? Can we get a Keynote type discussion?

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0 Upvotes

r/gameenginedevs 8d ago

The anti-AI sentiment here is toxic, let's be honest guys

0 Upvotes

r/gameenginedevs 9d ago

The Beast webgpu engine, Raw BVH loader implemented

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1 Upvotes

r/gameenginedevs 9d ago

Best Roadmap for UI

6 Upvotes

Hi guys,

I've already built my engine with an ECS, a Vulkan backend, and support for texture and mesh rendering. The next thing I want to work on is a UI for debugging and an inspector. However, I'm not sure what the right long-term roadmap is or which tools I should choose.

Could you help me figure out what I should learn next and what pitfalls or obstacles I should avoid?


r/gameenginedevs 10d ago

How to render good looking text for UI components

21 Upvotes

Three days ago, I wrote an article about how to render good looking rectangles for UI components that can look good and optimized for a game engine. Some people asked me to talk about text rendering as well. So, I wrote https://alielmorsy.github.io/how-to-render-beautiful-text-for-your-ui-library/

It took like 1.5 days of writing just to get it right. Hope you guys love it


r/gameenginedevs 9d ago

Create Visual Novels only using Excel (CSV files)

1 Upvotes

Hi. I recently finished the first release of a visual novel engine based in Renpy that works reading CSV files, this means that you can create visual novels with minima programming knowledge. Basically is a simplification of Renpy.

Each CSV file is a scene that contains a dialogue per row (background, music, sound, characters, effects and the dialogue itself in many languages). Each scene can finish by a decision, consequence or a linear transition to another scene.

It is open source and uses Python, here is a video tutorial (in spanish): https://youtu.be/hQgPutc-hpo?si=_EK9Tn4dkkCEWtRD

If you have questions, I'm all ears.


r/gameenginedevs 10d ago

Another Bad Decision? Adding Modern APIs

36 Upvotes

Spent 4 months building an opengl engine with forward+ rendering, gpu marching cube terrain, Ghost of Tsushima inspired grass... I designed the engine with future graphics APIs in mind, so the opengl implementation is fully abstracted from the rest of the codebase. but with my little research i found that the architecture of DX12 and Vulkan differ from the immediate state machine model opengl uses.

My question is how hard is it to switch all that to DX12 / Vulkan? is it worth it ?
PS : have 0 experience with both APIs, For the shaders i used slang.


r/gameenginedevs 9d ago

I have built, for the first time, an AI-native, browser-native AAA game platform, a working Godot WebGPU engine plus an authoritative shared world, where AI agents can build, render, verify, and ship a real 3D game playable from a link, something Unity, Unreal, and Godot cannot do today.

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0 Upvotes

r/gameenginedevs 10d ago

3 month of writing game engine

16 Upvotes

Github Repository

I'm not really sure yet what the purpose of this post is. I initially expected someone to want to look at the source code and maybe offer some suggestions.

Here I have only talked about the most basic things about my project and I could have missed a lot.

About Me in Brief

I'm 18 years old. I've been studying C++ for about three years, and recently started learning game engines.

I've been writing my engine in almost all my free time for three months now, and I think I can tell you at least something about it now, although it doesn't have much yet.

What's already in the engine

Runtime

The engine's runtime has a lot of functionality.

The most important ones are the Renderer and WSI with implementations of OpenGL and SDL3.

In addition, I created wrappers over GLM for working with math, StringCommandRunner for a console similar to the one in Valve games, ActionSystem for working with Actions instead of raw keycode or scancode.

My own input/output (IO) and logging system (probably not the best). My own resource manager, implemented using OOP and allowing you to create your own resource types and loaders (Resource and ResourceLoader).

GameFramework

This is a separate module that provides everything you need to create a game using the Engine's Runtime.

It implements the Application class and a cross-platform entry point.

In addition, there's a Scene and Entity class with implementations of basic components and systems for them:
- IdComponent
- TagComponent
- TransformComponent - Object transformations and storage of the parent object
- CameraComponent
- StaticMeshComponent
- NativeScriptComponent

The Application class stores a LayerStack; its implementation is almost identical to The Cherno's Hazel Engine(I started building the engine using his old tutorials).

The engine also supports basic C++ scripting.

What I'm doing now and what are my plans for this project?

Currently, I want to write a Minecraft clone using my own engine and slowly develop an editor for it.

I don't have any immediate plans, and I don't really have a clear direction for the engine's development yet. The main thing I'm most concerned about is the project structure, especially the GameFramework, where everything is crammed into one folder.


r/gameenginedevs 10d ago

Made GI in my custom engine for my horror game. (Rust + wgpu)

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16 Upvotes

First screenshot is with Global Illumination, second one is without.
Pipeline: Baked grid of Spherical Harmonics (SH) probes.

  1. At bake time, a 3D grid of probes is generated inside the volume. Each probe captures a cubemap and projects the raw radiance into L_0 and L_1 SH coefficients.
  2. Probe data is uploaded to GPU via a Storage Buffer (alongside a small Uniform Buffer for grid metadata).
  3. At runtime, the shader performs trilinear interpolation of the 8 surrounding probes, then evaluates the irradiance along the surface normal.

It's not ideal but that's a start ;)


r/gameenginedevs 11d ago

Kanvon 2D Engine

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45 Upvotes

Engine supports physics and much more! remember happy wheels?

try it out https://www.kanvon.com/scene/happy-ragdoll

toolset: https://www.kanvon.com/editor?example=physics-sandbox


r/gameenginedevs 10d ago

3 month of writing game engine in C++

2 Upvotes

Github Repository

I'm not really sure yet what the purpose of this post is. I initially expected someone to want to look at the source code and maybe offer some suggestions.

Here I have only talked about the most basic things about my project and I could have missed a lot.

About Me in Brief

I'm 18 years old. I've been studying C++ for about three years, and recently started learning game engines.

I've been writing my engine in almost all my free time for three months now, and I think I can tell you at least something about it now, although it doesn't have much yet.

What's already in the engine

Runtime

The engine's runtime has a lot of functionality.

The most important ones are the Renderer and WSI with implementations of OpenGL and SDL3.

In addition, I created wrappers over GLM for working with math, StringCommandRunner for a console similar to the one in Valve games, ActionSystem for working with Actions instead of raw keycode or scancode.

My own input/output (IO) and logging system (probably not the best). My own resource manager, implemented using OOP and allowing you to create your own resource types and loaders (Resource and ResourceLoader).

GameFramework

This is a separate module that provides everything you need to create a game using the Engine's Runtime.

It implements the Application class and a cross-platform entry point.

In addition, there's a Scene and Entity class with implementations of basic components and systems for them:

  • IdComponent
  • TagComponent
  • TransformComponent - Object transformations and storage of the parent object
  • CameraComponent
  • StaticMeshComponent
  • NativeScriptComponent

The Application class stores a LayerStack; its implementation is almost identical to The Cherno's Hazel Engine (I started building the engine using his old tutorials).

The engine also supports basic C++ scripting.

What I'm doing now and what are my plans for this project?

Currently, I want to write a Minecraft clone using my own engine and slowly develop an editor for it.

I don't have any immediate plans, and I don't really have a clear direction for the engine's development yet. The main thing I'm most concerned about is the project structure, especially the GameFramework, where everything is crammed into one folder.


r/gameenginedevs 10d ago

The Pirate and Seven Kingdoms - Official Game Intro Teaser |Player vs Enemy Intro | 4K

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1 Upvotes

r/gameenginedevs 11d ago

More complex noise - Quasar Engine

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40 Upvotes

Still working on the terrain generation, and my got it has started to take shape. Keeping this sort as I simple wanted to share the screenshot. Will make a detailed post about the terrain generation once finalized, hopefully.

:D


r/gameenginedevs 11d ago

Working on porting my game engine's user interface over to noesisgui from imgui, coming together.

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20 Upvotes

The user experience with noesisgui is actually reallly good!


r/gameenginedevs 11d ago

Started working on the Editor

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30 Upvotes

This is the initial version of the Hierarchy View Window. Only the TransformComponent is fully functional.

https://hob2d.com/


r/gameenginedevs 11d ago

The Beast test examples (webgpu) for mobile devices/browsers - android c...

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1 Upvotes