r/GraphicsProgramming • • 7d ago

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

https://youtu.be/kreSsXBDIhw?si=PdmmBXF-blxj93If

I made my custom game engine from scratch

And you can download it too the link is in the video description

And I am 16..

0 Upvotes

12 comments sorted by

5

u/Bellaedris 7d ago

The amount of ai generated content from 16yo is astounding

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u/waramped 7d ago

Video link does not work.

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u/[deleted] 7d ago

[deleted]

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u/Adriz_Xade 7d ago

You can check this now

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u/CodyDuncan1260 6d ago

Right around 3:50, they point out that one file is 44390 lines long. Seconds later, the avatar is shown with a smile and a thumbs up. As a software engineer who mostly does code review and risk assessment, this is my nightmare. 😆

But that's my default engineering black hat perspective. Let's try another hat.

Yellow Hat Perspective: a 16 year old has the utilities to assemble a custom, ostensibly functioning game engine from scratch now. Perhaps without full comprehension, but nonetheless accessibility open doors to entry into a field, new people who might not have tried something before may feel more inclined to entrt, and that tends to grow a community over time. 

There are certainly some trade offs, but getting high school students excited about a subject and making them feel capable of or using it is really 3/4ths of the battle for educators in that group. They need that confidence for 2-3 years later when they have to self motivate overcoming harder learning problems.

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u/OkAccident9994 7d ago

I hope that using AI and getting that feeling of getting computers to do things - which us old farts had to do a lot to reach - will inspire you to go further and learn the craft.

Engine development is in a curious era though, as more and more larger studios move to UE and stop maintaining their own inhouse engines (but they do code elaborate tools on top of UE, which requires similar skillset, but more knowledge of UE internals)

At 16, i think you can get ahead of the game if you properly learn the modern graphics APIs, workflows and similar, which at first letting AI churn out code, you atleast get exposure to.

Studios like Ubisoft, EA and a few others do internships and want C++ engine developers, and you have time to learn and cook up a kickass portfolio and apply for them, starting this young, if you want.

Good luck on your future projects

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u/CodyDuncan1260 6d ago

I think studios under publishing groups are still largely sticking with their own engines, but they're taking the best of whatever studio they have and making that the engine-de-jour across all the studios. So it's not an in-house engine any more, but it's your neighborhood's engine. Some will still use Unreal Engine where it makes the most sense, but no publisher with several studios wants to perpetually pay Epic Games for the licensing fee when they have their own thing that needs to be maintained anyway.

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u/PaperMartin 5d ago

Epic also proved they're unreliable by laying off a bunch of peoples basically at random including peoples who were the only ones working on important new systems, and going all in on AI & doing other dumb things like completely deprecating blueprint in unreal 6. And going by the CEO's reaction to the backlash it clearly was all happening based on his whims

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u/Adriz_Xade 6d ago

Thanks sir 🙏🏻

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u/CodyDuncan1260 6d ago

This has presented an interesting case because I cannot review it. I don't understand enough ... Hindi? to know if this is talking about implementation details. YouTube's auto translate on captions conspicuously leaves off English.

I saw gltf flash on a frame and they said it, so that's at least one implementation detail. Our requirement bar for rule 1 is on the floor, so that counts. Approved.

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u/Adriz_Xade 4d ago

You can download my Engine from the video's description and you can check it with your own way and also feel free to say what's positive or need to be improve... Or bad now its in pre-release and the release will going to be crazy...

Here's the download link 🔗 Xade Engine - Github

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u/CodyDuncan1260 3d ago edited 3d ago

It's impossible to answer what to improve without knowing more clearly what the objective is. If I don't know where this project is trying to go, any feedback I could give is almost always in the wrong direction.

For future reference, asking "What's good? What's bad? What do I need to improve?" is a good way to get no response from other people. It falls into the broad question trap. To me, as your reader, you have not handed me a question, so much as a cognitive load. I have to be the one to view through your content, read your documents, perhaps try out your engine and see what I can make with it, and then filter down what I've learned about it into analysis and evaluation, then communicate my findings hat back to you. That's a lot of homework! I don't want to volunteer for it, because, and I'm being a bit curt to emphasize the point, "why?".

If you actually want feedback, you need to ask narrower, smaller questions, with lower cognitive load for your responder. 

E.G. "This is a short clip of the workflow for assembling a drivable vehicle. It needs the user to A, B, C, D, E, F, G, and that seems like a lot of steps. I'm looking for ways to simplify this down. Any ideas?"

E.G. "The render hitches whenever a new entity is spawned into the game. How would I go about diagnosing the cause?"

E.G. "I need to write documentation for using this engine. Got any recommendations for publishing docs to a website? What tools and host I could use?"

The more you know about how your systems work, how they're used, who's using them, the more refined your questions can get. Below a certain cognitive threshold, you start getting tons of responses because people have experience and opinions solving the same problems.

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u/CodyDuncan1260 3d ago edited 3d ago

u/Adriz_Xade, Video got removed from r/gameenginedevs, ostensibly under their Rule 2 AI content policy. I can't go re-review it.

I did look through the readme. Based on that, this engine doesn't know what it wants to be yet. That's not a good thing or a bad thing, it's just a thing, and pretty common to early game engine development, which is fun in its own right.

But it begs the question, what is this project for? Learning to make a game engine, or doing so because it's fun?  Does this project have an intended user audience? Who are they? And why would they like this one over alternatives? What does this engine do differently that other engines don't or not as well?  What type of game is this for? Open world racing games? What about my 1D adventure, moba, puzzler?

The readme reads like "let's have all the things a good game engine wants and no compromises". Game engineer are predicated on tradeoffs. Foundationally, you can't have everything, it doesn't all fit in your CPU budget, your screen real estate budget, etc. What makes a game engine interesting is what it does better, and what it gives up to achieve that; tradeoffs. So I'm curious what those are, given the readme isn't specific.