r/gameenginedevs

▲ 83 r/gameenginedevs+2 crossposts

Wind Tunnel Simulation | Vulkan and C++

It’s the first step in my attempt to simulate an F1 car. Right now, the simulation is very low-resolution and quite slow, so there’s still a lot of optimization to do. It’s also my first time working with compute shaders, so there’s plenty to learn and improve along the way.

u/ThatTanishqTak — 8 hours ago
▲ 9 r/gameenginedevs+4 crossposts

New Version Available

A new version of CyberVGA released on itch!

This version has:
Static octree based renderer
A separate 64-bit Windows port

You can use editor, save the world you created and see in action using VIEWER module.

expfunction.itch.io
u/exp_function — 6 hours ago
▲ 0 r/gameenginedevs+2 crossposts

Feather Engine - A new Python game engine, the simplest and most efficient yet

Hello r/gamedev!!

For the last few weeks I've been working on my first Python module, Feather Engine. Feather Engine is an incredibly simple and efficient engine built on top of Pygame CE. I am working as hard as I can with my team, but I need contributors!!

Contributors get a special mention on our GitHub page, with a link to your Reddit profile, or another platform at your choice.

To contribute just go to https://github.com/TheCodingChihuahua/Feather-Engine-dev and try it out, report any errors in Issues, feel free to change code/game.py to test for errors, make sure to include a link to your social page so I can credit you when the official one comes out!

This is what Feather code looks like right now:

from feather import Sprite
import feather
import pygame


player = None



def init():
    global player
    player = Sprite("./assets/player.png", 100, 100)



def update():
    global player
    keys = pygame.key.get_pressed()


    if keys[pygame.K_LEFT]:
        player.x -= 5
    if keys[pygame.K_RIGHT]:
        player.x += 5
    if keys[pygame.K_UP]:
        player.y -= 5
    if keys[pygame.K_DOWN]:
        player.y += 5


    if player.x > 700:
        feather.end()



feather.run(init, update)

In the future it won't require pygame along with it. This is only the first official version.

u/TheCodingChihuahua — 8 hours ago

Showing off WolfEngine

Advanced rendering features

A terrain editor

And most importantly, gameplay!

I've used Unity since around 2010, so excuse my editor looking a little Unity-like. It's always been a bit of a love-hate relationship. But with my last project I ran into so many scalability issues that building my own engine started looking *very* attractive.

So last year I started designing WolfEngine;
- Fully built in C#
- Scales up to open world requirements
- Terrain as a first class feature

It's far from production ready, but I just started prototyping a first game in it. It's incredibly satisfying to see it come together, from a DirectX/Metal spinning cube to an actual playable game.

I'm certainly not counting on anyone else ever using it, but it's been a fun journey 🙂

reddit.com
u/_Wolfos — 12 hours ago

Is it just me or does almost every engine here looks vibe coded?

Almost every post of 'look at my new cool engine' sort looks the same. The huds are almost the same with the same layouts, sometimes ui theme is different. I see no variability in how the programs are layed out, what they do or anything.

It all looks like a unity ripoff, not to dunk on unity, but it looks like someone:

a) does not have any creative vision. But to make an engine you are probably stubborn and should have some ideas of your own if you made it such far

b) everything is premade by claude or some other llm

I dont want to only say llm bad, but it kinda reminds me of those videos where we see how chatgpt memorised 15 websites layouts ans maked them look slightly different. The only difference chatgpt knows one game engine look

reddit.com

Need help with isometric sprite sorting

I have a 2D engine I've been working on for a few months. I already have a basic 2D rendering pipeline with draw order sorting, and you can inject custom draw order algorithms into the renderer. But the game I would like to make in my engine is isometric which cant rely on basic y ordinate sorting. Also the game wont use tiles or a tilemap, just hand drawn arbitrary sprites. Are there any algorithms that let me sort isometric sprites comprehensively? The main thing is just sprites that move (such as player, enemies, projectiles etc) because I can just hard code layers for static sprites like walls and floor and clutter. If anyone can help I'd greatly appreciate it!!

reddit.com
u/shinybewear — 2 days ago

SimpleX Engine Development (Continued)

I originally had a string of posts with various other reddit communities regarding game and game engine development and finally felt confident enough to post to this community! I went dark in my development logging/blogging(?) for awhile due to lifestyle responsibilities taking precedance over developing an engine or at least at the moment what is considered heavy boilerplate engine development.

Current development components/systems:

Three graphics backends - DirectX 11, DirectX 12, and OpenGL (WGL on Windows, GLX on Linux) behind an IRenderer interface. Vulkan is scaffolded but not implemented yet. Shadow maps, cubemaps, bloom, IBL/irradiance convolution, and instancing are supported at the moment.

HLSL as single source of truth compiling offline via DXC to DXBX/DXIL/SIPR-V with SIPRV-Cross transpiling to GLSL for the GL backend. Compiled byte code is also cached on disk and keyed by source hash as filename.

Three windowing backends - Win32, GLFW, and SDL3, with a fallback chain. Win32 is default for Windows and GLFW is default for Linux, but will fallback to GLFW and if GLFW fails fallback to SDL3; if DX fails on any window type under Windows platform fallback to OpenGL (if Vulkan would work with me DX would fallback to Vulkan then back to OpenGL) - similar results would also occur for Linux if Vulkan failed fallback to OpenGL but that requires Vulkan to be developed and not be a stub at the moment...

HLSL as a single truth - compiled offline via DXC to DXBC/DXIL/SPIR-V, with SPIRV-Cross transpiling to GLSL for the GL backend. Compiled bytecode is cached on disk keyed by source hash as well.

Fiber-based Job System - Win32 fibers and Linux ucontext behind one class - a worker thread has a dedicated dispatcher fiber that never runs job code, so fibers are pooled to switch back rather than to each other - no fiber needs to know any other fiber's state.

I went with no cross-thread fiber migration in my first attempt - less load-balancing from the inspirational full Naughty Dog design, but it buys a genuinely nice property: since a job's whole execution stays pinned to one thread, a pool allocator allocates inside a job function automatically thread-safe with zero sync.

Custom allocators - arena, pool, and a frame allocator with N rotating arenas.

BC texture compression with no on-disk cache - BC1 for opaque color, BC3 for color with alpha, and BC5 for normal maps.

TLDR; I've tested the boilerplate logic against the Sponza Palace model from Intel's site GPU Research Samples (https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html) with the Colorful Curtains and Ivy extensions at 4K texture resolutions. The original load time took around 5.5 minutes (unbearable to test shader changes and object additions to the scene), but I cut it down to 4.6 seconds after texture compression, precompiled shader code, and submesh merging. The model (as an *.obj - I haven't implemented third-party vendor model software to utilize every model type just yet...) is 995MB on disk with nearly 2730MB of textures (4K per texture for the conjoining material *.mtl file) after texture compression all textures were compressed to 501MB on disk which originally took 933ms average to load cutting down to 259ms average.

intel.com
u/EchoXTech_N3TW0RTH — 2 days ago

Is there any algorithm or game engine that can render highly complex SDF (or other mathematical representation) scenes?

Hi all,

I'm curious about doing procedural modelling by code in 3D and rendering these models in a game. Traditional polygon approaches don't lend themselves well to this approach as procedurally generating topology is very difficult.

Has there been anyone that was able to render complex scenes of mathematically described objects (doesn't matter if sdf or other surfaces and if cached or not)?

I could find a few demos and a few in progress youtube videos, but nothing production-ready so far.

reddit.com
u/dandy_kulomin — 3 days ago
▲ 1.5k r/gameenginedevs+6 crossposts

Bonsai just hit a 100,000 downloads on crates.io! 🎉

A little over 4 years ago I started Bonsai as a side project: a Rust library for building complex, deterministic AI behavior with behavior trees. It has since found its way into a wide range of applications.

The video shows two of them: on the left, a Titanfall 2 gameplay where all the players except the first person view is a NPC (bot) driven by Bonsai behavior trees. On the right, a robot from NASA lunabotics 2026 autonomously digging and dumping regolith in a simulated lunar environment – also powered by Bonsai.

A lot of the library's usefulness today comes from the community. Thanks to everyone who has contributed PRs, filed issues, and pushed it further than I would have on my own.

Repo link in the comments.

u/Sollimann — 4 days ago
▲ 12 r/gameenginedevs+2 crossposts

ti.game - 2D Sprite Game Engine for Titanium SDK

What started as a little AI test for Android sprite animations turned into a full Android + iOS Titanium SDK module for a 2D Sprite Game Engine: ti.game.

It's open-source and available at https://github.com/m1ga/ti.game and current only a preview binary because things might still change before version 1.0.0.

Current features include:

  • Sprite sheets (grid or TexturePacker atlas), frame animations, tweens
  • Touch: tap, press, drag & drop, pinch-to-scale, two-finger rotate
  • Physics: velocity + gravity, platformer solids, bouncing (restitution), arcade car model with drifting + skid marks, Newtonian flight (thrust)
  • Collision groups with events, invisible trigger zones, hitbox tuning
  • Parallax scroll looping, screen wrapping, idle wobble animation
  • Sound: low-latency overlapping effects + looping music (createSound), auto-paused and resumed with the app
  • Particles: native pooled emitters (createEmitter) — continuous rate or bursts, follow a sprite, tint/scale/fade over lifetime
  • Verlet ropes (createRope) — pin ends to sprites or points, swings natively (chains, capes, bridges, grappling hooks)
  • Fullscreen camera effects (cameraEffect) — tint and glitch shader passes over the whole rendered scene; sprite glow highlights (glowColor/glowBlur), per-sprite color tinting (tintColor), damage flashes (flash()) and additive blending (blend: 'add')
  • 18 example games in example/ covering every feature

Titanium SDK is a cross-platform mobile development framework using JavaScript and gives you all the benefits of an app framework like windows, UI elements, network functions, list, tables,... everything a normal business app has including many modules for Ads, Maps etc.

ti.game allows you to build simple 2D games right inside the framework! It's still in the early development phase but the demos include:

flappy pigs, a platformer, card game and asteroids clone

and more (side scroller, puzzle, particle demo,...). This small tutorial will show you the syntax and how to set it up: https://github.com/m1ga/ti.game/blob/main/tutorial.md

Adding a player character is as easy as:

let sheet = Game.createSpriteSheet({
  image: 'adventurer.png',
  frameWidth: 32,
  frameHeight: 48,
  smoothing: false,   // nearest-neighbor — keeps pixel art crisp
  animations: {
   idle: { frames: [0], fps: 1, loop: true },
   walk: { frames: [1, 2], fps: 6, loop: true }
  }
});

let hero = Game.createSprite({
  sheet: sheet,
  width: 96,
  height: 144
});
gameView.add(hero);
hero.play('idle');

So check out the module at https://github.com/m1ga/ti.game and if you are new to Titanium SDK you can look at https://titaniumsdk.com/ or https://fromzerotoapp.com/ for some tutorials and setup guides.

Code strong!

u/_miga_ — 2 days ago
▲ 80 r/gameenginedevs+1 crossposts

Why i'm building my game engine in Zig

Hey everyone!

I'm back with a new video, and it's the first devlog for my game engine written in Zig

If you've seen my other videos, you might know that I've been putting together a tutorial series on making a game engine in Zig, but I also want to make videos on where the latest version of the engine is

So in this video, I break down why I gave up on Rust and chose Zig instead, and then break down the existing state of the engine

Hope you all enjoy :)

youtu.be
u/Pokelego11 — 4 days ago
▲ 4 r/gameenginedevs+1 crossposts

Complete beginner to UE5 need advice and have a game idea (sorry for my English, I’m from Ukraine)

Hey everyone! I am totally new to Unreal Engine 5, but I really want to learn how to use it.

I have a game idea in my head, but I know I am a beginner and need to start with small steps

Can you recommend good tutorials or a learning path for Blueprints and basic mechanics? Also, if it's okay I can write my game idea later to check if it's too big for one person

Sorry again for my English, I'm from Ukraine and still learning. Thank you for any help!

reddit.com
u/Ammyaak — 5 days ago
▲ 22 r/gameenginedevs+2 crossposts

Built a game engine

I've been working on my own game engine from scratch for some years using C and OpenGL and I finally made a video showing the process.

The engine handles things like rendering, assets, shaders, lighting, and more, and I also used it to make a game, a test game though, it still needs a lot of polish.

Watch video here: https://youtu.be/LRC4iJWASYU?si=_3ua8rcwesyaQtO9

If you're interested in graphics programming, game engines, I'd love to hear your thoughts and feedback.

u/_Bethel__ — 4 days ago

Building a 100% autonomous 64-bit C++ game engine from scratch for vehicle simulators. Rate my progress! 🪐🚀

🔥 INDIE GAMEDEV UPDATE! 🔥

Hey Reddit! I’m currently building OKEY ENGINE v0.1 completely from scratch using pure C++ and Win32 API. No heavy third-party frameworks or bloated web browsers underneath, just clean low-level systems programming.

Our pre-scheduler engine is fully optimized for multicore performance, utilizing all 12 threads of a Ryzen 5 5500U CPU. To keep everything stable and secure, the engine operates within a strict 2.4 GB RAM beta limit with automated cache flushing.

I’ve spent the last couple of days heavily optimizing the architecture, fixing script execution bugs, and we are finally hitting a stable 120 FPS inside the UI monolith! 🦾

The open beta release will be strictly limited to 10,000 slots based on a live counter queue on our upcoming website.

I’m really proud of how the custom design turned out. What do you think about this horizontal layout? Would love to get some feedback from fellow engine developers! 😎🤘

#gamedev #indiedev #cpp #win32 #enginefromscratch

u/Free-Switch7878 — 4 days ago

Culling bois!!

I've been playing around adding different culling techniques like frustum, distance, layer masks, small feature culling, lod tiers, antiportal volumes, a pvs bake for cell/portal visibility, and software rasterized occlusion culling. Shadows also now get their own caster gather across three cascades.

u/MinimotoMusashi — 4 days ago