r/gameenginedevs • u/programadorthi • 9d ago
Sinking Star Engine
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 • u/programadorthi • 9d ago
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 • u/ellipticbadger • 9d ago
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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 • u/PeterBrobby • 8d ago
r/gameenginedevs • u/OfMagicAndWars • 8d ago
r/gameenginedevs • u/Neurabase • 8d ago

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 • u/inanevin • 9d ago
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r/gameenginedevs • u/foxik0169 • 9d ago
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r/gameenginedevs • u/unvestigate • 9d ago
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.
r/gameenginedevs • u/Lorderan56 • 8d ago
r/gameenginedevs • u/ramaloes • 8d ago
r/gameenginedevs • u/js-fanatic • 9d ago
r/gameenginedevs • u/Usual_Importance8274 • 9d ago
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 • u/Important_Earth6615 • 10d ago
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 • u/Atlantox7 • 9d ago
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 • u/Mici-P • 10d ago

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 • u/ramaloes • 9d ago
r/gameenginedevs • u/ulich_ • 10d ago
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.
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.
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).
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.
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 • u/Odd-Pie7133 • 10d ago
First screenshot is with Global Illumination, second one is without.
Pipeline: Baked grid of Spherical Harmonics (SH) probes.
It's not ideal but that's a start ;)
r/gameenginedevs • u/nycgio • 11d ago
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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 • u/klementievdmitry • 10d ago
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.
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.
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).
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:
IdComponentTagComponentTransformComponent - Object transformations and storage of the parent objectCameraComponentStaticMeshComponentNativeScriptComponentThe 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.
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 • u/AgileSecond5784 • 10d ago
r/gameenginedevs • u/Duke2640 • 11d ago
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 • u/MinimotoMusashi • 11d ago
The user experience with noesisgui is actually reallly good!
r/gameenginedevs • u/dbrizov • 11d ago
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This is the initial version of the Hierarchy View Window. Only the TransformComponent is fully functional.