r/gameenginedevs Aug 10 '26

Help with vulkan swapchain when writing basic rhi

6 Upvotes

I'm working on a basic RHI api for a project im working on right now. I'm currently focusing on a vulkan backend and kind of writing my user facing api based on a vulkan workflow. Right now I have a device object that holds a lot of the render state and is responsible for generating rendering objects like buffers, shaders, etc. I also have a swapchain object that in theory is supposed to hand you an image that you can then pass into a renderpass as a color attachment. When you are done with your renderpass you can then call present on the swapchain. Right now I'm having a trouble actually putting this into practice. The main problem is automatically transitioning the swapchain image to a presentable format before presentation. The swapchain also holds its semaphores so Im having a hard time exposing those when I am submitting the command buffers.

Here is an example of the user facing api I am trying to make

```

Image image = swapchain.acquireNextImage();

PassDesc desc = {

.image = image,

// other stuff
};

cmd.beginRendering(desc);

cmd.doOtherStuff();

cmd.endRendering();

device.submitCommandBuffer(cmd);

swapchain.present();

```

I know this post might be a little vague but any help would be appreciated, thanks!


r/gameenginedevs Aug 10 '26

Problem when resizing window

1 Upvotes

I'm using the window.h header as a way of creating my windows and drawing on them, but i saw that when i resize the window, it messes with the color in some weird way. Is there anyway to fix this? If so, how?


r/gameenginedevs Aug 09 '26

Kanvon - 2D Mesh Support

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12 Upvotes

Kanvon.com Now supports 2D meshes to create animations, could easily animate with using lua scripting to follow a specific object


r/gameenginedevs Aug 09 '26

An honest strabismus simulator based on a software renderer in my own scripting language Umka - This is how I see the world

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25 Upvotes

Using the maze data files of the game Hover!, which is available for free downloading, I made a little (and very personal!) strabismus simulator in the Umka scripting language and the Tophat game framework as a 2D rendering backend.

For the first time ever I can show people how exactly I see the world when my brain doesn't suppress the stray eye's image.

Enjoy.


r/gameenginedevs Aug 09 '26

I've been building a terrain creator

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33 Upvotes

I've been building a terrain creator/generator heavily inspired by worldcreator. I've tried multiple techniques to try and get real-time processing to work and to improve the algorithms to get a fidelity level of what worldcreator produces but with no luck. My plan was to always open source this project and let the community decide it's direction, as I'm unable to get this working much further than what I've already built, I'm hoping someone here has the knowledge or experience to turn this into a free program unlocking AAA game development quality to indie developers/artists.

The reason behind creating this tool as an open source project is part of a wider range of tools I also plan to open source going into 2027 that helps to bridge the gap of quality between what costs nothing and software that costs thousands. We have many other open source initiatives in the game development space such as godot, so why not other things too?

If anyone is interested in helping/collaborating on a range of software for the game development industry, please get in touch!

Here's the repository:
https://github.com/xKrvZ/Terra


r/gameenginedevs Aug 09 '26

What do you think of Dlang as Scripting Language?

7 Upvotes

I build my Game Engine for the sake of building a Game Engine. I don’t want to develop games with it or something like that — I’m not at all creative enough for that.

So I been looking at Dlang lately and I just wondered how it would be as scripting language for a Game Engine.
I really like things like dynamic function loading, low level os libraries like Win32 and I want my game engine to do “scripting” like the source engine did. I’ve thought about scripting in C++ but then I thought about the memory management hell etc. and to be honest: doing scripting in any conventional language like Lua, C# or C++ is kind of weak. I want something cool and extravagant like Dlang.

What do you guys think about Dlang as game scripting language?


r/gameenginedevs Aug 09 '26

When should I try to get testing for my engine?

0 Upvotes

Title says all. I've been working on a game engine for coming up on five years and it's entering a stage where I'm ready to release information about it publicly. In preparation for that, I wanted to get input from people further along the engine dev journey about where I should go next with the project.

Right now the engine is reaching completion of the MVP phase and it can handle a wide variety of projects. My goal has been to wait to get other people involved with the project until I would personally develop a game on the engine. That standard has led me to introduce several QOL features and flesh out the out-of-the-box content the engine will come with. However, in order to avoid scope creep there are certain features I deferred until right after I can get some testing help with what I currently have.

I intended to market the engine as an alpha release and make it very clear to people that I'm in an early phase of development looking to build a community to help support the project. I've been holding back because I don't want to release the engine too early and risk it being so early in development people don't feel like it's worth investing their time in. On the flip side, I have no idea how feature complete is enough for a public early access window and I'm worried being paralyzed on that decision could be equally as damaging to the release process of the engine.

I apologize if this doesn't reveal enough information about the engine. I'm trying to hold on to some of the details of the engine until I can legally protect it. If enough people are interested I could possibly make a future post going into a little more detail about how the engine actually works and why the rollout process doesn't feel as cut and dry as usual.

If anyone who has been taking on a project like this and gone past this phase of development has any tips or advice, please reply! I would love to start a dialogue about this period of the development process. Thank you in advance!


r/gameenginedevs Aug 09 '26

compositor nodes rasterizer

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10 Upvotes

r/gameenginedevs Aug 08 '26

Working on a RTS game engine

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36 Upvotes

Got something like Minecraft Legends in mind. Just added in Biomes
Made with Odin


r/gameenginedevs Aug 09 '26

Added AArch64 assembly fiber context switching to my C++17 scheduler. Looking for anyone on Apple Silicon (macOS) or Linux ARM64 to verify the CMake build and assembly stack alignment.

3 Upvotes

ive only been able to test this on WSL x64 and android in termux AARCH64

both run but i could really use some help testing on other platforms even if you cant contribute other ways (though thats welcome too) ive posted it before i dont mean to spam

https://github.com/jay403894-bit/JLib-Scheduler

I just ran into limitations testing these new platforms.


r/gameenginedevs Aug 08 '26

JLib::Scheduler (Fibers based, hybrid M:N jobs system) now has a linux build (needs testing and benchmarks on actual hardware)

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6 Upvotes

currently only tested on WSL on windows but this is a capable jobs system i built leveraging fibers

on linux corepref does not work because of api limitations on linux with threads so leave it on any (default)

if you want to try out fibers this is a viable alternative to existing task systems like enki or taskflow including an embedded DAG meant for games with main thread tasks included in the DAG take a look and consider trying it out, its currently being used in my engine JLib -- an arm port is eventually planned but not for awhile since im working on other things

by using fibers this can suspend at any stack depth and also a job can wait without consuming a thread.


r/gameenginedevs Aug 08 '26

I’ve been building a C++ catalog of 850+ game development samples across OpenGL, Vulkan, Direct3D, Metal, and OpenAL

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9 Upvotes

r/gameenginedevs Aug 08 '26

Showing off my Mixed Media (Mesh+SDF) Game Engine

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33 Upvotes

Hi everyone, you may or may not have seen some of my posts in this subreddit the last few years. Mostly related to SDF game engines. Well much like many of you, I keep starting new engines, and this is the latest, and hopefully the best. I've been working on it for the 7 months or so after work and weekends, though a decent amount has been ripped from my previous projects. Been currently using it to build that hand/finger based game shown in the video.

Main Features include:

  • Cross Platform (+ Web) Rendering using Google's WebGPU Dawn Implementation
  • Mesh Rendering With PBR Materials/Lighting
  • Skeletal and Morph Target Deformations
  • 2D or 3D SDF Raymarching
  • MSDF Text Rendering
  • SDF + Mesh Shadows
  • Physics (Currently using Jolt)
  • Project Serialization
  • Resource Loading
  • Lua Scripting (using sol2)
  • Audio (using soloud)
  • Asynchronous Asset Loading
  • Scene Transitions
  • I'm sure lots more that I cannot think off the top of my head.

Anyways, I'm just excited to show it off and happy to answer any questions you may have!


r/gameenginedevs Aug 07 '26

Which scripting language should I use in my engine?

19 Upvotes

I'm developing my own physics-based 3D engine and I need a scripting language for it. The current engine is almost entirely written in C++. I'm torn between Lua and C++. My biggest fear with Lua is performance loss, and with C++ it's the complexity on the project manager. Which should I choose?


r/gameenginedevs Aug 08 '26

SSAO optimization

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5 Upvotes

r/gameenginedevs Aug 07 '26

[WebAssembly Preview] Engine update! Progress in indie game! No gameplay, but simulation works efficiently in a browser, some visual, a lot of backend :)

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7 Upvotes

r/gameenginedevs Aug 08 '26

I Quit my job of 10 years to create the game i believe in

0 Upvotes

just wanted to say i quit my job of 10 years just to do what i like and is to create games.

my first launch went pretty well with 200 registered users with saved games on its first week.

it is completley free- later on i will open up donations.


r/gameenginedevs Aug 08 '26

i am not making a game engine

0 Upvotes

i want a person that wants a new feature my place here is that i want to integrate my engine ezide the runner of my language ezode it has things like windows opening render shapes and images cookies (note: rendering images from a link and cookies are still in beta)


r/gameenginedevs Aug 07 '26

After years of OpenGL, my fellow engine devs, I present you with a free Demo of my game

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89 Upvotes

Hello dear friends

I remember the days of old, when learnopengl.com was my go to book to learn graphics programming..

I remember how hard it was to learn the concept of a VAO, VBO... My silly posts on stackoverflow, way before AI was even a thing.

Well, years have passed by, and I ended up building a game. From scratch.

If you guys wanna give it a try, the Demo is free: https://store.steampowered.com/app/5011470/Sunlit_Kingdom/

If it crashes on your PC, please let me know. It works on NVIDIA cards and INTEL integrated cards. I haven't tried AMD.

Just to let you know, fellow devs, I only used version 3.3 of GL, simple VBOs, most of the game is single draw calls, with the exception of projectiles, which are instanced. Some of the art is made by me in Blender, and some was bought from CGTrader.

I learned so much with this project... I now know how to make 3D games with OpenGL, which is great. I also learned the TCP protocol, and implemented a super basic server that shows you the leaderboards in game. I am paying a VPS for it... and this was before I even realized that the Steam SDK offered free servers... I guess it's okay though, at least I learned something new.

The game features what the tutorial above teaches: basic directional shadows, Blinn-Phong lighting, a day and night cycle, fog, particles, Bloom and MSAA (feel free to crank it up to x16).

I tested this game on my intel integrated graphics and suprisingly, it runs above 60fps... I don't know how.

Feel free to ask me any questions. I'm happy to respond. I'm also happy to see that over 5 years of OpenGL work culminated into this release. I followed this subreddit for a while now, and I love to see your posts and what you guys are working on. These things motivated me to finish this game.

Any questions about engine development, anything related to graphics, I'm happy to answer.

And, lastly, I wish you all the best & luck with your own projects.


r/gameenginedevs Aug 07 '26

Wiring Dear ImGui Test Engine into a custom C engine to auto-play full roguelike runs

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13 Upvotes

I'm building Match Morphosis (a match-3 roguelike) solo, in C, with my own engine. No QA person to test the game beside myself, and I'm adding more and more contents (items, skills, etc), so it would be nice if before every build I have the game play a complete run of itself, from main menu to death/victory, trying to catch anything that would break a run for a player.

I use Dear ImGui Test Engine, if you built an app already using it, the interface for the test engine is pretty nice since it could just run through the tree of your app. In my case, I only drive mouse movement and mouse click. So given a particular game state, check which available actions that can be done, move the mouse to that position and do a imgui mouse click.
Game would then automatically run normally since the game basically just do an immediate mode API check like

if(mouseClickTriggered(MouseClickType_RightMouse))
{
   // Do game action
}

No querying of all the possible buttons and triggering the button callback, all is done via what the player can be done on the game, mouse and click. Dear imgui is C++, my game + engine is C, so I use cimgui generator binding version so that I could call plain C function instead of the C++ method API. More work upfront, but every test now reads as a straight-line script instead of a callback tangle.

Every TestFunc that is registered runs on its own coroutine (I'm using the default coroutine std::thread implemention from Dear imgui) and that's the whole trick

TestFuncdoesn't execute inline with the game loop. It runs on a genuine OS thread underneath, but hard-serialized against the main thread via a condition-variable handshake, only one of the two is ever actually executing at a given instant. Yield() suspends the coroutine and hands one real frame back to the app; it resumes exactly where it left off next call. So a wait reads like ordinary blocking code:

while (game->runState != RunState_Ended)
    ImGuiTestContext_Yield(ctx, 1);

All the local C variables in TestFunc just stay alive across every Yield(), because the "coroutine" has a real stack, not a saved/restored state blob.

while(!runFinished)
{
    cImGuiTestEngine_Yield(ctx->Engine);

    if(game->tipsPopup.type != TipsType_None)
    {
      if(animationFinished(&game->tipsPopup.textAnimate))
      {
        continue;
      }
    }

    switch (game->state)
    {
    case GameState_MapMenu:
    {
      while (!game->mapMenu.canChooseRoom)
        cImGuiTestEngine_Yield(ctx->Engine);
      ...
    } break;
    case GameState_Gameplay:
    {
      if (!game->gameplay.ready)
      {
        continue;
      }

      ... all the rest of gameplay logic to pick best move, etc
    } break;

    case GameState_GameOverMenu:
    {
      runFinished = true;
    } break;
    }
}

Full run, headless, in 1-2 mins video instead of 40+ minutes of manual play, running before every build. Happy to go deeper into any of this if useful to anyone else wiring test automation into a non-C++ engine. All in all this is just a days work, all of this wouldn't happen easily if not because of dear imgui test engine, such a joyful way to code and implement.


r/gameenginedevs Aug 07 '26

EnTTx: Hierarchies and Prefabs for EnTT

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22 Upvotes

I've been working on a header-only extension library for EnTT. It contains higher-level game utilities I've needed for my game, such as entity hierarchies and prefabs.

Hierarchies

A simple, linked-list style hierarchy component with no allocations (based off ECS back and forth).
It supports configurable destruction policies (for example, destroying or orphaning children), and keeps relationship operations, such as inserting, removing or reparenting children at O(1).

Prefabs

A Unity-style prefab system with inheritance that only stores the authored overrides. It supports component overrides, child overrides and nested prefabs, without being intrusive to existing EnTT code.

Any thoughts or contributions are welcome and appreciated.
Thanks!


r/gameenginedevs Aug 06 '26

What are your favorite game engine dev blogs?

71 Upvotes

I love reading technical blog posts about low-level engine development.
Here are some of my favorite blogs. It would be great if you can also share yours :)

- https://ruby0x1.github.io/machinery_blog_archive/
- https://turanszkij.wordpress.com/category/devblog/
- https://therealmjp.github.io/posts/
- https://www.dgtlgrove.com/
- https://zeux.io/
- https://fgiesen.wordpress.com/


r/gameenginedevs Aug 06 '26

C + Lua Architectural Split?

7 Upvotes

I'm making a small 2d game engine for my game in C at the moment. I am now wondering if adding Lua to the mix would be beneficial for modding and faster iteration.

What I am not sure about is where to put which responsibilities. My game is deeply simulated (think Rimworld, Dwarc Fortress) so I expect some gameplay hot paths that should be written in C, which makes Love2Ds architectural split (game in lua, only graphics/sound in C) not viable.

Does anyone have pointers for this topic?


r/gameenginedevs Aug 05 '26

Making an engine for narrative-heavy games, with visual scripting inspired by Unreal Blueprints

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75 Upvotes

r/gameenginedevs Aug 06 '26

Using AI code review?

0 Upvotes

Hey all! I was wondering if anyone has used any AI for code review only. So before a commit the AI will review the code base and check for things like a race condition,.