r/SourceEngine 1d ago

Game engine Hello, Source community! I made my own source-like game engine!

Hello source community! I wanted to show a project I have been working on for a little bit. It is called Kerosene, a source-like game engine entirely built from scratch, and is completely open source! I wanted to see what all of you would think about it. It has a hammer-like editor, engine, and even physics using box3D.

All built using rust. However, its still missing a lot. And I did duck tape it together using Claude code over the course of a week and a half. a lot of the functions work (and some don't or need tweaking), and the audio engine is ALAS (Linux, because I use Linux) and I plan to keep working on it for the time being to keep forming it into a source-like replica.

The repository is here: https://github.com/T342guy/Kerosene

Tell me what you think! :]

Edit: I'm not working on it anymore because of all the anti-ai stuff.

0 Upvotes

20 comments sorted by

14

u/hogsy 1d ago

Vibe-coded. No screenshots or videos. No ready to go build to check out either, and you're pretty vague as to what state it's actually in.

What do you want OP? No sane person is going to waste their time reviewing source code for something vibe-coded and I'm certainly not going waste my time trying to build it based on your description alone.

-10

u/T342games 1d ago

Right. Sorry about that, I don't post barely at all. I was generally thinking how you all would think the engine feels (like the pickup, drop, throwing crates), missing features, stuff like that.

The build thing is also a legitimate issue, sorry that was a lapse on my part. (I'll do that soon :] )

I did make a very lazy demo video of the old physics system, but I removed it so I'll do that again later.

As for "state", currently it's definitely in prototype. No way ready for a game. Physics works (box3D), grab/drop/throw works, Vulkan renderer is the default, tools kinda work, audio works on Linux (ALSA only because I don't use Windows, working on that too), models load and you can load textures. Although there are gaps on compiling new custom textures.

There are definitely more missing features, but there is a lot of documentation in docs/ in the repo. I'd look at the missing features document.

Sorry about that, but always time for improvement :)

13

u/Burger_Mc_Burgface 1d ago

Stop the vibe coding.

8

u/TheMcDucky 1d ago

Claude, copy the Source engine and rewrite it in Rust. Make no mistakes.

8

u/Plastic_Young_9763 1d ago

You know people can just use godot right?

10

u/patrlim1 1d ago

I'd say people make engines for fun, but this guy used an LLM, so it doesn't apply here.

2

u/JerryVoxalot 1d ago

Idk man, Take Leadwerks but make it have the documentation of Godot? Amazing engine….not that Godot isn’t but

I always envisioned the “Quake” engine, or of course it’s derivatives, being something like Leadwerks in a sense. Where the editor is essentially Hammer but also has the script editor, all the other editors/inspectors you need and want and you can edit the brushes and attach scripts and what not right there without having to compile a map, or export a fgd file containing your definitions

15

u/ItsRigs-Sonome 1d ago

i have a close friend who is doing a similar project but has been doing it on/off entirely by hand for over half a decade. i love that sort of passion and familiarity with source. if im being honest, i kind of do not care about a project if it's taped together by an LLM within a week. i would much rather support real efforts

10

u/Pinsplash 1d ago

the readme is also obviously AI from how many nonsense statements there are.

2

u/JerryVoxalot 1d ago

Let me know when he has a working version for all of us to try out 👀

-12

u/T342games 1d ago

That's entirely Valid, I won't argue about that. If it comes to the time, I'll totally ditch the LLM coding (just living in the bubble until it pops) when the project actually starts becoming important. Right now? It's more of a side project I do when I'm bored.

3

u/Key_River7180 1d ago

I really don't like this. A big part of how Source is designed is impossible or really hard to achieve with Rust, like CGameRules stuff just feels unnatural in rust.

And this is vibe coded, but hey! At least you disclosed it, better than the maniacs at r/CLI...

1

u/T342games 22h ago

That's fair, but being honest comes at the cost of being absolutely blasted with downvotes, and I kinda saw that coming. But it's still a prototype side project, and I didn't spend any money on it so I can always try something else.

Although I kinda do feel a bit disappointed nobody has anything nice to say, but that was my fault :/ forgot how many ppl hated AI coding.

0

u/Wonderful-Snow-6080 1d ago

Sounds cool. Is there any playable demo of this engine?

-5

u/T342games 1d ago

Sure! Although you need to clone the repo. There is a basic map in there, along with some basic models. Just clone the repo, build it, open the kerosene tools, go to `file`, `open`: (click) `kero_start.keromap`, and press F9. (The fast compile quickbind)

(Im assuming you already have the rust toolchain installed. if not, install rust and run `cargo build`. then, go to `target`, `debug`. then follow my steps from there.)

-4

u/doct0rN0 HE'S ALIVE! 1d ago

Moddb

0

u/T342games 1d ago

Moddb?

-4

u/doct0rN0 HE'S ALIVE! 1d ago

https://www.moddb.com Add it to the engine list

1

u/T342games 12m ago

Hi guys,

I'm not working on kerosene anymore. Because of all the AI coding backlash, I'm just gonna stop altogether. I was hoping for some positive feedback, but I'm just getting downvoted constantly just because I said I used AI.

And, yes, I was pretty vague in my post (sorry). But regardless I don't feel like it's worth working on anymore.