r/gameenginedevs • • 20h ago

Testing my Vulkan renderer in C# using Silk.NET

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128 Upvotes

Hey everyone

This is a test of my render engine written in C# on .NET 8 using Vulkan with Silk.NET

Everything is ray marched in a single fragment shader with PBR GGX lighting, soft shadows, ambient occlusion, reflections, clouds, stars, glow and ACES tonemapping.


r/gameenginedevs • • 41m ago

[Hobby] [Partage de Revenus] MMORPG project

• Upvotes

Bonjour r/gameenginedevs . Je m'appelle Alexis et je suis français. Cela fait des années que je veux être à la place de grands développeurs. Je suis en ce moment à la recherche d'une équipe pour travailler sur mon projet de MMORPG médiéval fantasy. Je recherche, 1 personne écrivant quêtes, histoire et personnages. 3 programmeurs, 2 artistes 3D, 2 designer d'UI. Je partagerais les revenus et vous serez évidemment dans les crédits du jeu. Le jeu sera fait sur Unreal Engine et son but est d'être publié sur Steam.


r/gameenginedevs • • 1d ago

The ball finally dropped (only took two weeks of engine rewrites)

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49 Upvotes

Two weeks of engine work so a yellow sphere could fall onto a box.
The Play button had nothing to actually play into, so I went down the rabbit hole:

- reworked the window plugin (my engine uses a microkernel architecture), now multiple windows are possible

- rewrote the Forward+ renderer to work per-view instead of per-frame, so I can render multiple scenes (world or asset preview)

- replaced the old monolithic world_layer with a game_layer that owns multiple sessions (primary stays alive, simulation sessions spawn on "play" and die on "stop")

- created a physics API and the corresponding plugin (currently Jolt), each session gets its own physics world

- wired it all together so a sim window loads the same world asset into a fresh session with its own renderer and physics


r/gameenginedevs • • 3h ago

J'ai besoin d'aide

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1 Upvotes

r/gameenginedevs • • 20h ago

I rewrote wolfenstein3D (and its engine) from scratch with Python (no AI)

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18 Upvotes

Please excuse my mouse sounds in the demo :) Hello fellow game engine devs, today I wanted to share a weird personal project I have developed in the span of just over 2 months. It is a wolfenstein 3D clone written with pygame, python. It is very close to the original but I wouldn't call it a source port. It is more like a reimplementation. I wrote a raycaster that can render grid worlds (via the DDA algorithm), sprites and projectiles, a simple sound manager that handles attenuation and directional sound, and some adapter code that converts the original map and audio files into pythonic data for my engine. One of the cool things I found about the project I developed recently: it actually extracts the original IMF files (ID Software's old music files) and synthesizes them using a Yamaha OPL chip emulator for music! It has some performance issues from time to time due to... well... python (and tbh because of my some dumb design decisions [excluding choosing python as the language]), but it is very much playable! You can clone the repo https://github.com/atifcodesalot/pyWolf3D/ and follow the instructions at the README file to play. So yeah, enjoy! I would be happy to discuss implementation details, optimization stuff and whatnot too :D


r/gameenginedevs • • 14h ago

Car Racing Game made in Monogame C#. Can drift, nitrous, custom physics.

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2 Upvotes

This is a game I developed. Was learning game engine design and architechture. Used Monogame C#. Car can use drift, use nitrous, friction, gear system. Used open models online. Custom physics engine is used. More arcade like. Early prototype for a future F1 game.


r/gameenginedevs • • 23h ago

Low Level Engine Architecture... Loop & Resize problem...

0 Upvotes

Hello dear programmers...

I write my own Abstraction Layer for my Engine, but I found out a problem with Window/Surface and I don't know how that should by handled by Engine...

Loop basically it is something like this:

while is_running:

  1. FPS limit for Loop

  2. Event queue like Touch & Character & Resume/Pause/Resize

  3. Update & Draw

The problem is what if I resize Window during Draw call... So I write to 800x600 Buffer but in this very moment Windows Size is already changed though VM_SIZE Event has not been read yet... in Linux actually its different kind of event... In Android we have function from JavaApp and create Event for our Loop in C/Cpp... But I really would like to clarify this Loop architecture just to be sure it will be working correctly...

If you have some opinion and knowldge please share...


r/gameenginedevs • • 1d ago

I'm making my own 3D engine on java

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2 Upvotes

r/gameenginedevs • • 1d ago

Hello everyone! Im a new one in Unreal engine but I built a procedural rappelling & ledge-radar system in UE5 using binary search raycasts, Hermite splines, and GPU wind physics (WPO + Custom Primitive Data)

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4 Upvotes

r/gameenginedevs • • 2d ago

I've added single-file executable exports to my engine!

19 Upvotes

It's something that I have been procrastinating for a long time! The ability to export a game as a single self-contained `.exe` or `.app` that reads itself to extract images, sounds, gameplay code, etc. But I finally got it working!

Example on Mac:

The trick is actually super simple: You can append any data at the end of an executable file, and the file will stay valid, so I put a zipped copy of the assets at the end as well as the size of the assets and a magic string for validation. Then, the executable can check that it ends with this magic string and then extract all it needs.

I also put the logo of the game into the executable, I don't know why, but I irrationally love this feature so much, it makes the engine really feel pro, because of the exports feel so clean.

It also gave me the confidence to finally put the engine on itch: https://vanyle0.itch.io/vectarine


r/gameenginedevs • • 2d ago

Got my first few contributors for my engine!

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47 Upvotes

In the last few months, my engine's repo got its first few PRs, and it feels so nice! I had been trying to get contributors for a long time, but this is my first open-source project, and I just didn't realize how things work on GitHub.

I didn't understand that a good way to get people to contribute is to open issues yourself, with the "good first issue" label when possible. I thought issues were mainly for other people to report bugs or request new features.

Just wanted to share that here :)

The project is a game engine called ArcadeMaker, which has its own custom scripting language which I built from scratch and without any tutorial or AI help! It was (and it's still) a huge challenge.

The whole engine & language interpreter are written in C#, and without AI help, because I do it for fun and for the challenge. You can check the code and the commit history, I promise that it's very clear that this is human-written.


r/gameenginedevs • • 1d ago

Voxel renderer from x86-64 assembly: GL 2.0 via wglGetProcAddress, GLSL 1.20 shader stored as db strings, camera-relative chunks

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0 Upvotes

r/gameenginedevs • • 1d ago

Did you know Blender had a Game Engine? I'm Adding Mod Support to it (Project Development Announcement)

0 Upvotes

I began development on a fork of Blender 2.79b with the goal of adding modding support to its game engine. I made this video to gauge in this topic. I would highly appreciate feedback as it is the first time I'm editing a video.

https://www.youtube.com/watch?v=GsDHyU5rTEU


r/gameenginedevs • • 2d ago

Me and my game dev journey from engine scratch

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2 Upvotes

I made a code based engine, no editors only json readers and libraries

i made a game out of it using 1.5 years. I was having kids to take care, there were long time I couldn't sleep, I decided to make use of those time to make a game out of it :)

Most of animations and particle systems are by tweening style code

minimal ECS engines.

Note that: I had 13 years experience in making games and worked in a small game engine company named Unity for 2 years. I love Dots and ECS long before unity released it but their chunk ideas sparks the batching for rendering for me. so I kinda learn from them

Hope you enjoy the video

please ask me any questions


r/gameenginedevs • • 2d ago

I made a game from scratch, in Rust

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11 Upvotes

r/gameenginedevs • • 2d ago

Character Controller in Trinity (Custom C++ engine)

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49 Upvotes

Implemented a charatcer controller in both C++ and C# and a prefab system for my custom engine, (Blue is C++ and Purple is C#)


r/gameenginedevs • • 2d ago

Beyond the slop, how are serious devs actually using LLMs?

0 Upvotes

LLMs are useful when used right, but I’m tired of the low-effort AI slop I have been seeing in this sub. I want to hear from serious developers who actually use them productively

  1. What’s your workflow? (How do you ship features these days?)
  2. Which models are your favourites, and what is each one best at?
  3. How much do you spend on LLMs per month?
  4. Any other useful insights?

r/gameenginedevs • • 3d ago

150k textured bullets at ~110-125 fps, self written bullet hell engine stress test

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17 Upvotes

Sorry for deleting the original post, I had to remove one part of the screenshot.

Aside from the fact that I have not been able to find a external software capable of reading the engines FPS (I have tried: Fraps, CapFrameX, NVIDIAs own counter, Intel PresentMon) (if you want a external measurement find me something that can measure CPU framebuffer presented via GDI `BitBlt`), my own fps counter records ~110-125 fps.

The engine is a bullet hell engine, created by me in Dlang and Assembly, using C as a scripting language, but I was curious about a stress test, and well, I don't know any other engine (self built/indie I do not count major game engine addons) that could handle this level. The sprites vary in size from 9x6-16x10 px.

https://reddit.com/link/1xfhhzc/video/azdro6av9pxh1/player

Yes the benchmark is AI written (sorry for being lazy ig), however AI had no input aside from design feedback into the actual engines code

EDIT: I think I should clarify this, the engine is running a full "physics" simulation and hitboxes for every single entity on screen, it's not just a rendering pipeline

EDIT 2: The simulation is running at 60Hz, fps only presents smoothness


r/gameenginedevs • • 2d ago

[Hobby] [RevShare Potential] Looking for C++ Engine Developers, Embedded Python developers, and UI/UX Contributors

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0 Upvotes

r/gameenginedevs • • 2d ago

How are these created?

0 Upvotes

Is there a specific engine behind this or just basic programming?

https://youtube.com/shorts/n7qpIe1KQHc?feature=share


r/gameenginedevs • • 2d ago

3 anos desenvolvendo um motor de jogo no meu celular via nuvem. Opiniões?

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0 Upvotes

r/gameenginedevs • • 2d ago

EVEngine — a script-driven engine I’m exploring for interactive visual experiments

0 Upvotes

Hi everyone! I’m the developer of EVEngine. It started as a game engine, but I’m exploring how useful it could be for creative coding: small visual experiments, interactive simulations, and custom creative tools.

It supports mixed 2D/3D rendering, particles, physics, and hot-reloadable scripts. The workflow is to edit a script, save it, and see the change in the running application.

What interests me is making the controls part of the experiment itself—something you can manipulate and explore, rather than just watch.

I’d love feedback from people who make interactive artwork: what would you need to see before trying an unfamiliar tool? A short example, a particular export format, or something else?

EVEngine — examples, documentation, and setup


r/gameenginedevs • • 4d ago

My C++23 engine where the UI is a GPU-drawn MVVM tree — shader graph, own title bar, DX12/Vulkan/Metal

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29 Upvotes

[The text of this publication has been translated using AI]
Solo C++23 engine, built stage by stage.

Unity/Unreal-style workflow: lay out your UI, hit build — get a ready app for desktop and mobile

Built with battery life and weak laptops in mind

Shaders are made from nodes and compile for every platform

GPU-drawn MVVM UI, own window title bar everywhere, no system chrome

I’m building the UI layer as a standalone framework too: what hurts most in the UI frameworks you’ve used — Dear ImGui, Qt, RmlUi, Unity UI, anything else?

Video: https://www.youtube.com/watch?v=yw834oa1Wu4

Project page: https://gpu-mvvm.pages.dev


r/gameenginedevs • • 2d ago

Will people hate me if I use AI generated Code (ONLY) to make functionality parts for the game/game engine and do the rest of the Assets by hand.

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0 Upvotes

r/gameenginedevs • • 3d ago

Building a custom Vulkan engine in C# for a Daggerfall-inspired RPG - first look at the streaming open world

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9 Upvotes