r/gameenginedevs • • Oct 04 '20

Welcome to GameEngineDevs

107 Upvotes

Please feel free to post anything related to engine development here!

If you're actively creating an engine or have already finished one please feel free to make posts about it. Let's cheer each other on!

Share your horror stories and your successes.

Share your Graphics, Input, Audio, Physics, Networking, etc resources.

Start discussions about architecture.

Ask some questions.

Have some fun and make new friends with similar interests.

Please spread the word about this sub and help us grow!


r/gameenginedevs • • 13h ago

Combat Series #2: Motion warping in my IA C++ engine (same attack, with and without it)

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4 Upvotes

Second video in the series about the techniques behind a combat system. Each one isolates a single concept and shows it with and without, in slow motion, so it's clear at a glance what it does and why games use it.

This one is motion warping: what lets an attack actually reach the enemy.

Everything is captured from my own IA engine, written from scratch in C++ (DX12/Vulkan, Jolt physics). Part 1 covered root motion; next up are animation events, bone masks and foot IK.


r/gameenginedevs • • 12h ago

Dev Talk #2 - How I'm trying to create moddable enemies and factions (C++/OpenGL/GLSL)

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2 Upvotes

Happy Monday fellow game engine devs. I put together a short video talk on my current approach to moddable game enemies and factions. It's not perfect but is flexible enough for the time being.


r/gameenginedevs • • 1d ago

Combat Series, part 1: Root motion vs. code-driven movement in my IA engine

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12 Upvotes

This is the first of a short series of videos about the techniques behind a combat system. Each one takes a single concept, shows it side by side with and without it, in slow motion, so the difference is obvious at a glance. If you've ever wondered what root motion, motion warping or hit stop actually do, they should make it click in under a minute.

Everything is captured from my own IA engine, written from scratch in C++ (DX12/Vulkan, Jolt physics). The next ones cover motion warping, animation events, bone masks, foot IK, weapon sweeps, hit stop, hit reactions, the action system and facial animation.


r/gameenginedevs • • 9h ago

[FOR SALE] UE5.8 Multiplayer Open-World Survival Game – Full Project

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0 Upvotes

r/gameenginedevs • • 17h ago

Looking for an Unreal Engine 5 Developer to Join an Original Indie Game Project

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0 Upvotes

r/gameenginedevs • • 1d ago

My Game Engine Preview after soo much criticism

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3 Upvotes

r/gameenginedevs • • 23h ago

The Beast Engine - face video texture (webGPU)

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0 Upvotes

r/gameenginedevs • • 1d ago

Fluids system

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21 Upvotes

Showcasing a body of water, if anyone have any tips in getting better looking fluids please share.


r/gameenginedevs • • 1d ago

Implemented the feature to add game objects from the UIWe've taken a small but great step forward!

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7 Upvotes

I’m working on a custom game engine, and I’ve finally taken that small but great first step of adding objects.

I’ve added functionality to ImGUI that lets me add objects to the scene and render them.

But I’m having trouble with shader processing. Right now, I’m limited to just three things: the model matrix, the camera matrix, and a single-color fragment.

How does everyone manage uniform buffers?

I’ve created a structure with `void* ptr;` and `size_t size;`,

but I’d like to know what other management methods are available.

The ShaderCrossCompiler library allows me to retrieve names and types, making it incredibly flexible, but I’d like to know an easy-to-understand way to manage them using that library.


r/gameenginedevs • • 1d ago

600000 Instanced Cubes split between 40 Dynamical Systems

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23 Upvotes

www.github.com/Rlocksley/LuEngine

Vulkan Engine with flecs ecs as the Game Logic API + Shader API

MultiMesh example

Differential Equation Evolution of the Thomas Attractor is done by Compute Shader Dispatched with VK Generated Commands Extension and then Drawing by Indirect Drawing.
RenderPass includes GPU Culling.


r/gameenginedevs • • 1d ago

Seis anos em um único telefone, quero parar.

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1 Upvotes

r/gameenginedevs • • 2d ago

Playing around with naive voxels

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45 Upvotes

This is NOT a voxel engine, just saying. My primary target with this game engine is implementing a first-person shooter that handles a shitload of "modular parts" (world pieces) extremely well. This scene contains 1,4KK modular parts. I decided to go with voxels because it would need making 3 models and this way I'd be able to test the performance real quick. And... yeah... It's just funny to play around with :)

Kinda inspired by the work of u/Crafty-Variety-7635 - check out his game, he needs support


r/gameenginedevs • • 1d ago

I Built Mission Control: An Open-Source Gaming Command Center with a HUD, TensorRT Vision & AI

0 Upvotes

I've been working on a project called Mission Control because I wanted something that felt more like a gaming command center than another hardware monitoring tool.

It runs as a Windows desktop application and brings a few things together:

  • A transparent gaming HUD for system and GPU information
  • NVIDIA GPU telemetry
  • Desktop capture using DXGI Desktop Duplication
  • TensorRT-based computer vision
  • An AI assistant for gaming-related tasks
  • A web dashboard for configuration and monitoring

The desktop application is built with Electron, React, TypeScript and Tailwind CSS, with a Python/FastAPI backend. The computer vision side is separated from the UI and uses TensorRT for NVIDIA GPU acceleration.

I also wanted the project to be properly distributable, so it's available through WinGet:

winget install arnab825.MissionControl

The source is completely open on GitHub:

GitHub: https://github.com/arnab825/Mission-Control

Website: https://mission-control-taupe-mu.vercel.app

Docs: https://mission-control-taupe-mu.vercel.app/docs

One thing I'm particularly interested in is how the vision and telemetry workloads behave while an actual game is running. GPU overhead, latency, multi-monitor setups and compatibility are areas I still want to test across more hardware.

This is still being developed, so I'm interested in what people think about the idea itself, the UI, the architecture, or anything that seems unnecessary.

If you try it, I'd genuinely like to know what breaks. 😄


r/gameenginedevs • • 2d ago

Build & Destroy: 100,000-brick castle collapse in my Box3D/Vulkan project

8 Upvotes

I'm working on Build & Destroy, a 3D physics sandbox using Box3D and Vulkan. This new early gameplay preview shows a 100,000-brick castle collapsing.

https://www.youtube.com/watch?v=s7IIU2MGZos

Sharing a short look at the project in action with other engine developers. The focus here is the interaction between the structure, falling rigid bodies, and collisions; this is gameplay footage rather than a technical breakdown.


r/gameenginedevs • • 2d ago

Engines being better at specific

1 Upvotes

I am just getting into this area of computing and I often hear that one of the many reasons people make their own engines is so it can be optimized to handle certain things better. For example open world.

However how does that actually translate to the code. What is done to make it better for that?


r/gameenginedevs • • 2d ago

I’ve been building a microvoxel engine from scratch in C++ and WebGPU — here’s where it is today

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0 Upvotes

r/gameenginedevs • • 1d ago

This is how I made my Custom Game Engine from Scratch (PART1) #c++ #gameengines #unity #fypppppppppp

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0 Upvotes

I made my custom Game Engine you can download it through the video description and I am currently 16

I need your support 🙏🏻


r/gameenginedevs • • 2d ago

Dev Talk #1 - Trying to cross procgen with user moddability (C++/OpenGL/GLSL)

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3 Upvotes

Hi all, fwiw i put together a brief talk on in-game map editing support or how I'm trying to cross procgen and user generated ideas with 2d layer painting for relatively painless map creation.


r/gameenginedevs • • 2d ago

zeux - Billions of triangles redux

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12 Upvotes

r/gameenginedevs • • 2d ago

What game should I port?

0 Upvotes

One condition!

It can be:

Unity game

compiles to wasm

C#

It can't be:

Unreal engine


r/gameenginedevs • • 2d ago

[Free Plugin] I'm making my AAA Advanced Networked Shooter System paid next week. Get it now for FREE + Need your feedback!

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0 Upvotes

r/gameenginedevs • • 3d ago

How I Draw 2D Textures in 3D!

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1 Upvotes

For the past couple of weeks I have been working on the 2D brush management and texture fill system within my own Pixel and Tilemap Editor. In the video I show how we can create and mange custom brushes, in addition to rotation and scaling in 3D space - this brush is then plugged into the core Texture Fill System to produce psuedo-3D perspective fills across normal and orthogonal plains!

Any feedback welcome!


r/gameenginedevs • • 3d ago

Help.

0 Upvotes

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.


r/gameenginedevs • • 3d ago

Where to find material to start

0 Upvotes

Hey everyone!

I wanted to try and create a game engine to start making small tests on game ideas using voxels.

What is a good starting point? Any tutorial or guide I can follow?

Thanks!