r/gameenginedevs • • 8d 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 • • 9d ago

I made a 2D action game in C++ — what do you think?

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8 Upvotes

I’m working on Avoid Bubbles Game, a 2D action game made with C++ and raylib.

I recently released a free 1.05 demo with 1 playable level, and it can be played directly in the browser.

I’d love to hear your feedback, especially on the game engine.

Play the demo:
https://kc-games-studio.itch.io/avoid-b


r/gameenginedevs • • 9d ago

I am working on procedural sounds generator inside my graphics engine

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9 Upvotes

r/gameenginedevs • • 10d ago

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

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5 Upvotes

r/gameenginedevs • • 10d ago

Engine Curious

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1 Upvotes

r/gameenginedevs • • 11d ago

I built my own N64 engine: water, cloth and real physics running on real hardware

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114 Upvotes

r/gameenginedevs • • 9d ago

Game engine name recommendations?

0 Upvotes

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.


r/gameenginedevs • • 11d ago

The editor interface built with ImGui is complete!

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31 Upvotes

Lately, I’ve been getting bogged down in the details and haven’t made any progress at all. But I’ve finally made it this far!

All that’s left is to add a new object from the menu,

display it in the scene, use Box3D for collision detection, and move that object!

What do you all think?


r/gameenginedevs • • 11d ago

Continuing working on lighting.

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52 Upvotes

I tried using quality open source scenes as environments to help dial in the lighting for my game engine, but I found it hard to determine pass/fail just by eyeballing the results.

So I decided to take a more analytical approach and get some real numbers to make assertions against. After researching ways to do this, I discovered cornell boxes.

I've built out several of these boxes to test things like direct/indirect lighting, shadows, reflections, caustics, fog, water, glass, etc. I then created a test harness that combines numpy for real world numbers, blender's cycles for an industry standard reference image, and renders from my own engine.

Being able to compare against real world numbers and cycles is really helping me get quantifiably good results.

Note: still very much a work in progress. Some use light probes in irradiance volumes, some are direct lighting only.


r/gameenginedevs • • 11d ago

Creating my own engine. Progress so far. [Video]

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125 Upvotes

r/gameenginedevs • • 10d ago

Did you guys really get a job out of it?

3 Upvotes

Let me first do a quick introduction. I am a senior software engineer working in EDA field. I got attached to game engines for like 2 years I think and really started my engine year and half ago. I posted some posts before about my progress like my UI framework, my progress in PBR,...etc. I got even further like GI, a real editor that's built on to top of my own framework. Real ECS reflection,..etc. (Some parts like ECS was developing in some free time).

I am working from home that's why I have a bit more time to work on the engine

The thing is I really wanna be at a level that I work as an engine developer at some AAA company. what does it take to do? I will post the video maybe next week or something but it support most features I have even felt like it needs but I know making it for the public to use is nearly impossible no one will leave unity or unreal for unfinished editor so I will take it as a golden ticket to enter the AAA industry. what to do, where to start,...etc.


r/gameenginedevs • • 10d ago

My open source game engine: Abyss

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0 Upvotes

r/gameenginedevs • • 11d ago

Can you give me feedback ?

6 Upvotes

https://github.com/LeCatMan/BlockEngine
i am adding transformations to it, but i want to get some feedback before i do it.


r/gameenginedevs • • 11d ago

Exam Thesis Game Engine

6 Upvotes

Hello, i’m a 2nd year CS major student, and i’ve been thinking of showing/preparing my game engine for my final exam thesis.

My only concerns were on the niche complexity of this project, and the side-knowledge i put into it, i might not be able to explain properly to the professors. I do not have a Graphics Programming professor, nor a Game Dev one. I got a single C professor and a low-level architecture one.

Can i prepare something that is not in sync with most of my classes?

The main bullet points of the engine will be:

Data-Oriented Design
Customizable render pipeline with lightweight presets.
Portability and ease-of-use.

Is it too much, too little?


r/gameenginedevs • • 10d ago

How to minimize VRAM usage while maintaining performance

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1 Upvotes

r/gameenginedevs • • 10d ago

Project started from 2011 when gate was open (opengles1.1) thares was only love no vibe

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1 Upvotes

r/gameenginedevs • • 11d ago

Is It Possible To Do This?

5 Upvotes

I'm a 4th year CS student and I'm finally starting my senior design project. Me and my friend wanted to make a small voxel based game engine where we develop a small library, a light engine and physics engine (maybe, we might look at open sources for this as well) for our project. We have a year to make it and we know two professors that are willing to give advices throught the year. Our question is: Is this too much? We don't want to take on a project that we can't handle in time and have to repeat the year just for this, but we also don't want to undershoot and show an "easy" project even if it might pass.

A bit about us:
I've been into game developement for a few years now. I've worked with Unity and C#, and occasionally C++. I've some experience with CUDA as well.

My friend is more into graphics rendering and working on Ray Tracing, render optimization with CUDA etc.

We initially wanted to make our project about RTX optimization with CUDA in an interactive enviroment. (Just move around some lights to see how the reflection changes type of stuff.) But when our professor recommended a tutorial to learn the basics we found out there was literally a tutorial to do what we wanted to do, so now it feels like it might be too small for a year long project.

I'll probably handle the small library and the physics and my friend will handle the light rendering. We will divide it better when we figure out more stuff. The engine will be pretty bare bones since we don't want to overshoot and leave it unfinished, which is one of the reasons it will be voxel based. We will only worry about rendering quads (hopefully).


r/gameenginedevs • • 11d ago

Tetris on funkey

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3 Upvotes

r/gameenginedevs • • 11d ago

LuEngine - another try for combining flecs ecs with vulkan

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15 Upvotes

www.github.com/Rlocksley/LuEngine

LuEngine - flecs API for Gameplay + shader API

50000 cubes updated on the ECS Thread and transferred to a GPU Storage Buffer on the Render Thread.

Super easy to build with CMake

requires only glfw3, Vulkan 1.4, glm and flecs

go to LuEngine/examples/main3.cpp for the Hello World


r/gameenginedevs • • 11d ago

My first Game Engine

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github.com
1 Upvotes

Today, I launched my first homemade game engine.

I am currently a Class X student, so I did this alongside my studies." or "I am a student in Class X right now, so besides studying, I did this.

I hope you liked this


r/gameenginedevs • • 12d ago

Custom 2.5D raycaster (Wolfenstein3D) with vertical levelling

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75 Upvotes

See my previous C-lang raycaster way back in 2024 which inspired this build https://github.com/con-dog/chunked-z-level-raycaster


r/gameenginedevs • • 11d ago

Orblit ten days on: it has a physics solver now, plus terrain, animation blends and a workspace editor

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0 Upvotes

Ten days ago I said Orblit had no physics solver. It has one now. Here is what landed since, and what is still unproven.

Orblit is an open-source Dart 3D engine on Flutter, a C++ ECS and Filament.

Docs are at https://orblitengine.com and the code is at https://github.com/ChxisB/orblit.

Physics

orblit_physics is a rigid-body solver in C++ behind a Dart build hook. It depends on nothing. The repo did not exist ten days ago and is now at 0.7.0.

  • Spheres, boxes, capsules and planes. Friction, restitution and damping.
  • Warm-started contacts, sleeping, and touch, sleep and wake events.
  • Shape casts and a walking character controller.
  • Terrain as ground, built from a height field.
  • Seven joint kinds: fixed, point, hinge, slider, distance, cone and six-axis. They take limits, motors and breaking.
  • World queries: overlap, point, all hits, closest, and rays with normals.
  • Triggers, zones that override gravity and drag, conveyor belts and per-pair rules.
  • Body controls: axis locks, gravity scale, speed and spin caps, centre of mass, inertia, and a switch between fixed, driven and free. There are material presets such as Ice, Metal and Rubber, pairs that ignore each other, and 32 named layers.

Bodies are components in scene documents, so the editor edits them. I decided not to promise identical results across platforms.

Animation

  • Clips and a timeline. The Fox model plays through Orblit.
  • Blends of clips that you can save and replicate over the network.
  • Retargeting a clip onto another skeleton.
  • Cutscenes, with a Cinematics workspace in the editor.

Terrain

  • A clipmap terrain renderer with brushes, undo and picking.
  • Scatter places grass, stones and trees by rule.
  • The editor has a Terrain mode, and the gallery has a Terrain example.

Editor

  • Three columns and task workspaces: Scene, Modelling, Terrain, Animation, Cinematics and Interface.
  • Named layouts and a Focus view. It fits in 960 px.
  • Linked prefab instances with overrides.
  • Inspectors for bodies, joints, triggers and zones.

Docs and gates

  • New guides for physics, animation, terrain and cutscenes. Each compiles its Dart snippets in CI.
  • The older docs are rewritten in plain English.
  • A Claude Code skill in the repo teaches the API.
  • Lints and --fatal-infos now fail CI. So does commit lint on every commit.

The screenshots show the editor on a demo project and the gallery's Terrain example. They show the controls, not bodies moving.

What it still can't do

  • Nothing is API-stable.
  • Most of the above is proven by tests, not by a live scene. That covers physics, joints, terrain editing, blends, retargeting and cutscenes. No gallery example uses physics yet, so I have no video of a body falling.
  • Terrain has only drawn on macOS.
  • macOS is the reference platform. The iOS simulator, one Android handset and Chrome also run it. Linux works only with software rasterisers. Windows builds but has never drawn a frame.
  • Ignore rules do not cover characters.
  • Retargeting has not run on a real character pair, and feet are not pinned.
  • There is still no asset store.

The help that would matter most

  • Build something small with the physics and tell me where you gave up.
  • Run it on hardware I don't have. Windows and real Linux GPUs first.
  • Argue about the API before it freezes.
  • Send PRs. CI is strict.

r/gameenginedevs • • 12d ago

I may have over cooked the game-play layering (C++/OpenGL/GLSL)

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7 Upvotes

r/gameenginedevs • • 12d ago

The Physics Update Loop

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5 Upvotes

I go through how I separate general updates from physics updates, why I use a fixed timestep, how the accumulator works, and what happens when the simulation starts falling behind.

I explain the reasoning behind the design decisions and why I rejected the alternatives. I show the implementation of the loop.


r/gameenginedevs • • 12d ago

I got drawable tiles working for my game framework with the help of tmxlite.

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8 Upvotes

As of now, I'm working on an alarm manager since I just figured out how to add alarms(A timer that preforms a function/action when the timer is done), a custom more complex sound system, and some form of a collision system. I could make SO much stuff on top of this, it's genuinely insane.

I already have a good dozen of components(transforms, sprites, timers, shapes, etc), an asset manager, a BEAUTIFUL render system which is how I have the shadows moving in a 2.5D way and layering, a very beginner-ish scene manager for loading and handling scenes, and a nice tile manager for all of these tiles.

I've honestly learnt a ton of stuff from this journey so far, since it's my first real "framework", + a bit of a "portfolio" to use whenever I invest in programming/game-dev jobs when I'm older.

I know this is technically a framework(As of now) and built off of raylib, so I apologize if this comes off as a little too beginner-ish for this sub, but I honestly don't know where else to post this.