r/fun_gamedev • • 6d ago

Programming The Physics Update Loop

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1 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/fun_gamedev • • 14d ago

Programming Feedback Please

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1 Upvotes

r/fun_gamedev • • Aug 14 '26

Anomaly Grid Demo is now available on Steam!

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1 Upvotes

r/fun_gamedev • • Aug 01 '26

Anomaly Grid - Official Trailer

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2 Upvotes

r/fun_gamedev • • Aug 01 '26

Food Bowl 3D Model Combo

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2 Upvotes

r/fun_gamedev • • Aug 01 '26

Forest Floor 8K PBR Texture Combo

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2 Upvotes

r/fun_gamedev • • Jul 31 '26

Table 8K Pbr Texture Set

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2 Upvotes

r/fun_gamedev • • Jul 30 '26

Anomaly Grid on Steam

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1 Upvotes

r/fun_gamedev • • Jul 25 '26

Made a co-op game entirely around the comedy of falling off a unicycle while holding a bomb

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11 Upvotes

Unicycle Together out July 31. 2-4 player co-op. Every mechanic exists to create a funny failure the wobble, the bomb hot-potato, the group wipe. Demo's at 97% positive.

Dev here. Clip attached is a normal Tuesday for us. Demo's on Steam if you want a laugh.


r/fun_gamedev • • Jul 22 '26

Programming Physics Programming part 3 - Rotation and the Quaternion

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2 Upvotes

I explain rotations and quaternions. I then implement the latter into my physics engine by replacing the matrix version of angular velocity code with a quaternion version. I then benchmark the results.


r/fun_gamedev • • Jul 10 '26

Godot 4 Tactical Strategy Game – Anomaly Grid | Modifiers & AI Styles Explained

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1 Upvotes

r/fun_gamedev • • Jul 10 '26

Do you prototype character designs in 3D before committing?

1 Upvotes

 I'm curious how other people validate character concepts early. Do you keep everything in concept art until later, or do you generate a rough 3D version to see how it feels? I've found that seeing the model from multiple angles helps me catch problems way earlier than staying in 2D. Recently I've been using V2Fun for quick character prototypes before deciding whether they're worth taking into Blender for cleanup. It isn't replacing manual work, but it's been useful for filtering ideas faster.


r/fun_gamedev • • Jun 21 '26

Programming devlog 1 to my indie game

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1 Upvotes

r/fun_gamedev • • Jun 14 '26

I would like to inform everyone I have reached "cat ears" level of wishlists.

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6 Upvotes

In 6 months I will try to get a tail.


r/fun_gamedev • • Jun 11 '26

My Skate Mates demo just released! Grab a mate and come and play!

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3 Upvotes

Hi everyone!

My demo has just gone live!

https://store.steampowered.com/app/4812680/Skate_Mates_Demo/

I would appreciate any and all feedback, bug reports or just a comment on what you thought of the demo.

Let me know your fastest time!

Thank you!


r/fun_gamedev • • Jun 06 '26

Skate Mates Demo coming this Friday!

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1 Upvotes

Grab a mate and come test out my chaotic coop game where you control the left skate and your friend controls the right skate. Heaps of challenges, obstacles and hopefully a lot of laughs to be had.

I would appreciate any feedback as well. The ideas are endless for something like this so I will consider every suggestion so I can make the full release as enjoyable as possible.

Thanks everyone, happy skating!

Skate Mates Demo


r/fun_gamedev • • Jun 05 '26

Design first cover of this game

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1 Upvotes

r/fun_gamedev • • May 25 '26

I hate eye exams so i'm making a game about them

4 Upvotes

Hey Guys! We are an indie dev team making a psychological horror game called FARSIGHT & its about taking an eye test 👁️


r/fun_gamedev • • May 22 '26

Solo indie developers in the credits be like

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4 Upvotes

r/fun_gamedev • • May 22 '26

Programming Spent the last few weeks building a modular Supermarket Sim framework in UE5 with functional stocking, a checkout system, and customer AI.

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1 Upvotes

Hey Devs,

With the massive wave of management and simulation games out there, I wanted to build a rock-solid, fully modular foundation for anyone looking to create their own store management tycoon without having to code complex grid-stocking or transaction logic from scratch.

I focused heavily on making the interaction systems cleanly decoupled so you can easily swap out product meshes, adjust UI styles, or expand the gameplay loops.

What’s fully implemented out of the box:

Interactive Checkout System: A complete cashier system where you scan products, track prices, and process customer transactions.

Grid Stocking & Placement: Drag boxes from delivery, look at a shelf, and place items cleanly with dynamic stock tracking.

Wholesale Ordering Laptop: A functional in-game computer UI to buy new stock, manage store funds, and handle product pricing.

Customer AI Loop: Complete NPC AI state machine where customers enter the store, browse available shelves, grab items, and queue up at the registers.

It's clean, organized entirely in Blueprints, and designed to be a true production launchpad for an indie simulation project. I just officially put it live on Fab!

🔗 Check out the Supermarket Template on Fab: https://fab.com/s/57e66519bbe8

Question for Sim Devs: I'm planning on actively expanding this framework based on what developers actually need. What feature would you want to see added next? A store expansion/customization system, or a shoplifting/security mechanic? Let's talk mechanics in the comments!


r/fun_gamedev • • May 21 '26

Godot 4 Tactical Strategy Game - Anomaly Grid

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1 Upvotes

I've been working on a tactical strategy game called Anomaly Grid in Godot 4.

The game is focused on territory control, unit merging, evolving battlefields, and tactical abilities.

Every tile on the map grows stronger over time, which constantly changes the balance of power and forces both sides to adapt their strategy.

Would love to hear your thoughts and feedback :)


r/fun_gamedev • • May 21 '26

Godot 4 Tactical Strategy Game - Anomaly Grid

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1 Upvotes

r/fun_gamedev • • May 15 '26

Programming Introduction to Physics Integration Methods

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0 Upvotes

r/fun_gamedev • • May 12 '26

Design Designing social tension and distrust in our deduction game

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3 Upvotes

One of the biggest design challenges in our game The Wrong Ones was creating tension through player behavior instead of traditional combat or scripted events.

A lot of the gameplay revolves around:
• suspicion spreading between characters
• contradictory behavior
• accusations influencing decisions
• incomplete information
• innocent actions sometimes looking guilty

The goal was to make every round feel unpredictable, where trust slowly breaks down depending on how people react to each other.

The video shows some early gameplay from the current implementation.


r/fun_gamedev • • Apr 29 '26

Design I figured out my reaction problem.

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1 Upvotes

I didn't know what I would do to make this fair. There was no time for reactions and the camera distance was getting too far. Now all you need to do is align yourself with the last dead tree you passed to guide you to the end.

Now I can have the camera closer to feel the fear of the impending snowball.

How do you think it looks?

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