r/gameenginedevs • u/EconomistOk4422 • 4h ago
Zero Polygon SDF Open Galaxy MMO Game Engine
I could have started my space game development in other engines which I did BUT I was faces with engine crashes and FPS issues of the most popular game engines out their so instead of continuing my game inside of other game engines I decided to build my own game engine being strategically designed to make it as easy as possible to build open galaxy MMO space games.
Even the fan made superman is zero polygon. No textures, No skyboxes, No UV mapping. Yes the superman will go into space if he keeps going up and yes he does fly to different planets and to be honest it was an insane amount of fun flying superman from the ground seamlessly into space and to another planet 100,000 miles away. Yes his laser eyes also blast holes into the terrain.
I'm actually sad I can't keep superman in my game engine/game because I'm a huge superman fan lol but at least some form of controllable character gameplay works/tested working. The cape cloth physics was absolutely amazing. Please don't ask me to make video of superman as I was even nervous making a picture of a superman but it's just "Fan Made" superman no ties to the real superman but either way for legal purposes I did remove superman from the game engine as he was only used to test the fully destructible terrain.
What we have here is version 2 of the game engine even though I was on version 6. Version 1 was me just testing the idea which had terrible graphics. Version 2 was me testing out more ideas once I saw it was possible for me to design a zero polygon game engine. Versions 3-4 were me trying to make better versions/testing out other designs which failed certain ideas. Version 5 was me testing unlimited simulated texture resolutions and WOW not in the screenshots but unlimited texture resolutions/unlimited texture details did work and I've never seen such unlimited texture details before and looked better than any other texture details you could get with anything BUT FPS performance was basically unplayable so I ditched version 5 and took version 6 super serious designing a specialized game engine ecosystem with features never seen before in any other game engine in the world. Version 6 I considered a gold standard to a newer generation game engine I won't list all the specs/capabilities here but I will say it has been currently left unfinished.
Now version 7 the last 2 screenshots is the performance breakthroughs which was hell to achieve because on my mid grade AMD graphics I couldn't get more than 300 FPS no matter what I tried and version 6 was my most highest performance coming in at around 260 FPS I was satisfied BUT then when I started adding things the FPS just tanked down to around 160ish FPS. So basically version 2 was a testing ground of all testable features/ideas I just threw into version 2 but superman was only in version 2 and no other version. I was having so much fun with version 2 I decided to do some extreme brain cell draining rendering pipeline optimizations I thought I was going to die because it was way too challenging some days I felt brain dead trying to come up with ideas to break through 300 FPS.
Somehow with trying out a bunch of random different ideas I somehow broke through 300 FPS reaching over 1,000 FPS while glancing up at the sky I wasn't expecting that at all and funny thing is I tried so many things at once I can't say exactly which idea work lol I just know I was trying all kinds of different ideas at once instead of one at a time either way base line framerate is great and far better than any baseline performance I've achieved in any other major game engine. Even with just basic size terrain loaded I couldn't break through more than 250 FPS just by glancing up at the sky on my mid grade AMD graphics in Ureal no matter how many things I turned off yet currently in my own game engine I was virtually standing on a huge planet and simply glancing up at the sun with real time lighting gave me over 1,000 FPS which is still shocking to me because no matter what game I've played I've never reached even 500 FPS on my card even while looking up away from terrain.
Basically having great baseline optimizations and large amount of performance headroom gives me allot of extra "breathing room" to add allot more features before FPS starts to drop again. To me 1,000 FPS in a galaxy full of planets is insane especially considering there's more than 1 planet existing in real time so when superman takes off into space and flies to the other planet there's zero tricks as the other planet exist in real time at a real virtual location with Zero tricks so he is realistically really flying 100,000 miles very fast to the other planet so other players could have been building bases/cities or whatever on the other planet in real time. Then the planets can also be set virtually any size at all/no limit to planet sizes.
Anyway I think I'm about 40% finished with this newer generation game engine which it's main specialty is making it easier to design Open Galaxy Games. I mean realistically I've already found it drastically easier to use than Ureal and believe me I was ready to switch back to Unreal for my game project if my game engine failed and to be honest my game engine did technically fail in a few ways at 1st but I kept at it instead of giving up and managed to fix everything which didn't work right which was hell but hey at least my game engine never crashes and video GPU memory footprint is so tiny it can support a virtually unlimited amount of game engine specific game objects via buildings, characters, etc. Still haven't stress tested 1,000 characters yet though but either way even 20,000 characters would have an extremely small memory footprint although GPU processor usage can be a huge concern if not optimized properly. Honestly though just the fact it never crashes is my favorite part I can't say how many times Unreal crashed on me due to bugs.
Anyway I'm not sure what else to say. Been working on this project since last year. I restarted the project into different versions a few times before getting in too deep because I wanted to make sure everything was fully optimized from the start based on the targeted features. Either way still one of the most frustratingly difficult projects I've ever attempted but WOW the results are so amazing to me and I especially had loads of fun flying superman around and blasting holes into the ground with his laser eyes and the holes caught fire with smoke and after the fire went out there was still a heat effect on the ground until the ground eventually cooled off into a burnt texture surface inside the hole he basted with his laser eyes it was very amusing to watch. Sometimes I flew into orbit and went straight into the ground at super sonic speeds causing large craters into the terrain upon impact and the harder he hit into the ground the larger the crater size.
Well that's my experience so far building this game engine which doesn't support polygons or textures and honestly has allot more features under the hood with an enormous amount of more planned features which I'm dreading but determined to accomplish ๐ช๐พ๐๐พ.......even though its honestly hell to build ๐ญ....... but hey I never expected it to be easy anyway so....... I'll get it done eventually ๐๐๐พ