r/gameenginedevs

▲ 3 r/gameenginedevs+1 crossposts

What language should I learn for this engine?

I know that the whole point of this thing is that I don't need to know programming language, but I would still like to know which language I should know if I want to do tinkerings of my own down the line.

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u/ponkypop — 5 days ago
▲ 33 r/gameenginedevs+1 crossposts

The environement of our paint-like game - Sanctia

I'm the lead of a small team of 6 working on an open-world immersive sim called Sanctia. We are working in our own engine with the goal of re-creating a paint-like aesthetic inspired by impressionism.

If you have any feedback to give, please let us know! And if you want to see more of our work, we also have a bunch of socials like instagram, bluesky and a youtube channel (that need to be updated a bit).

As a disclamer, we are not using AI for anything on this project.

u/Monsieur_Bleu_ — 5 days ago

I’m building a graphics API in Rust called Expanse-X. The first SDK preview is out

I’ve been working on Expanse-X (EX), a graphics API in Rust, and I’ve published the first SDK preview.

Right now it renders on the CPU through its own software backend. EX handles the resources, commands, shader execution and rasterization itself. GPU acceleration is still future work.

It can already render programmable, indexed triangles with textures, depth/stencil and blending. Compute and explicit resource dependencies work too. There’s also a shader importer for a limited subset of GLSL.

The SDK gives you an ex command to check your setup and create a small Rust/GLSL project. Run the generated app and it renders a triangle to a PNG. You can then edit the shaders and renderer from there. The downloadable SDK currently targets Windows x64.

What I want EX to become is one core with two ways to use it: let it handle more of the setup and planning, or take explicit control yourself. The explicit core is working; the easier layer hasn’t been built yet.

It’s still early, and I’d like some outside eyes on it before taking the design further. Does the resource/command API make sense? Where would it get awkward in an actual renderer? What would you want to try building with it?

Repository
SDK v0.1.0 Preview

u/yuggamedev — 5 days ago

my engine almost ready

i've benn making this engine with custom languagle for the last 7 month and im close to finishing usable beta. i will launch it on steam. and i know its not looking power full.. cause its not, it was made to make games as fast and as easy as posible. I made it in raylib_cs to not fight with vulkan but in the future i will reprogram it to rust+vulkan. Its also going to be open source (: . And yes, it a little bit vibecoded but i was trying not to use ai most of the time so its only partly vibecoded. The UI isnt final but its gonna look smth like that

https://preview.redd.it/5ibri5u9tmuh1.png?width=2512&format=png&auto=webp&s=48f09ef04bc53dcef1a2985dc974134f8802d05f

reddit.com
u/dzustmi — 5 days ago
▲ 18 r/gameenginedevs+4 crossposts

My game´s not exactly horror, but it has bit of dark atmosphere in some levels, so maybe it´ll be appreciated here.

Game engine is mine own, that's why this simplistic-retro look.

u/Dante268 — 5 days ago

Is Painting with Noise Useful?

I've been messing around with noise (Perlin, Worley and Flow) generation in my pixel editor and it was just limited to creating flood fill effects such as flames, smoke etc (combined with colour ramps and selections). However, I've added a new Field paint mode that lets the user paint with noise in various ways - this image shows pixel displacement within a filled circle, we also have shade and noise texture stencils - is this overkill for the average pixeler or is it a useful feature to develop more?

u/Delicious_Carpet_132 — 6 days ago
▲ 6 r/gameenginedevs+2 crossposts

My open source game engine: Abyss

I know there’s already a bunch of open source game engines (i had to change this one’s name to avoid trademarks because of that)

Abyss (and its programming language) are self hosted and self compiled

(and written in Hash)

abyss has the unique feature of you being able to edit it’s source code within the engine itself.

Abyss uses the custom function based programming language Hash

Hash is designed to be simple and easy to learn. The goal is that over time you change stuff about it and make it better for you specifically.

(Hash documentation is built into abyss, so I won’t explain any more yet)

let me know what y'all think of my first open source project. I’m sure happy with it

Github link: https://github.com/thecodegangster/abyss-engine/tree/main
(the html file is the source code, I like standalone html apps, I think they’re neat)

reddit.com
u/thecodegangster — 12 days ago

Help.

I really dont know how to design a game engine, I need a tutorial, does anyone know a great guide?,

Im designing a 3D engine in c++, my main problem isnt c++, its the architecture.

reddit.com
u/Next-Future5973 — 13 days ago
▲ 55 r/gameenginedevs+4 crossposts

Made my first raylib game demo at 15 years old. Looking for feedback!

Link to game: https://kc-games-studio.itch.io/avoid-b

Hey everyone!

I've been working on my first larger game project in raylib + C++, and I wanted to share the demo with the community.

It's a small underwater action game where you fight enemies, collect powerups, survive waves, and take on boss fights. It includes features like:

  • Multiple enemy types
  • Boss battles
  • Powerups (shield, speed boost, double coins, healing)
  • Melee and ranged combat
  • Controller support
  • Level progression system
  • Custom UI, sounds, and animations

This is still just a demo version. The full version will be available soon, and I'm continuing to add content, improve the gameplay, and polish the code.

Also, I'm not even 16 years old yet, so I know the game isn't perfect and there are probably a lot of things that could be improved. I'm still learning game development and C++, which is one of the reasons I'm posting here.

I'd really appreciate any feedback, whether it's about:

  • Gameplay
  • Code structure
  • Performance
  • Art/UI
  • General raylib development tips

Thanks for checking it out!

u/Pale-Candidate-4122 — 14 days ago

Game engine name recommendations?

In programming we have this inside joke about naming being the hardest part.

Why not help a fellow out and recommend some names you might have.

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u/Artistic_Echo_5102 — 14 days ago
▲ 28 r/gameenginedevs+1 crossposts

flutter3d: a 3D engine for Flutter, with three games you can play in the browser right now

I've been working on flutter3d for a long time. It's a 3D engine, based on Flutter GPU/WebGL, with a game layer over it, and four genre packages built out. Three of those are on pub.dev. MIT License, and these packages are not affiliated with the Flutter team in any way.

Easiest thing is to just try it, with no install: shooter, platformer, racer. Those are the same builds running on web backend, with the same level files and the same simulation code. Also you can build MacOS / iOS / Android app from the source code and create your own game, based on the genre template or generic package flutter3d_app.

Docs: https://flutter3d.pleion.dev

Source: https://github.com/pleiondev/flutter3d

What's in it

The renderer implements the usual things: scene node graph, glTF/GLB and OBJ support and my own .f3d container, which loads a lot faster, 6 lighting models, shadows, bloom, SSAO, SSR, skinning, morph targets, BVH culling.

The game templates runs with a fixed timestep and can be recorded as a tape, which means a run can replay exactly and a bug report can be sent as an attachment. Collisions and the character controller are plain Dart with no renderer dependency, so they can be tested with ordinary unit tests.

Three backends implements common interface: based on flutter_gpu/Impeller for desktop and mobile platforms, WebGL2 in the browser (WebGPU in progress), and also a software rasteriser written in Dart. The CPU rasterizer can be used to test the renderer in CI with no GPU.

Performance measurement on a Mac: 50,000 moving instanced units held 120Hz.

Limits

It's just version 0.5.x, so APIs can be changed between minor versions. There's no compute shaders at all at this moment, because flutter_gpu doesn't expose it (there is issue on flutter/flutter#188474), and that blocks GPU particles, GI and volumetrics (now they are implemented on CPU). The strategy game package really works but I haven't published it, because I haven't written the guide for it yet.

Things I'd like help with

To run it on hardware I don't own, especially Android.

There's a dart2wasm bug I've failed to find. The browser demos ship as dart2js because the wasm build throws framebufferTexture2D: parameter 4 is not of type 'WebGLTexture' on the first frame.

reddit.com
u/DmitriiZolotov — 14 days ago