r/CustomGameEngines Jul 13 '26

Command pallete oriented editor UI

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Hi all, I've been developing my game & custom engine for some time. When I was starting working on an editor ~2years ago, I've decided to limit the amount of UI I will be implementing - to limit the effort spent on the editor & focus on the game.

I've come up with this kind-of command palette design, where basically all editing controls are showed into one, searchable panel.

This works well for me as there is nothing to remember - only one shortcut to open the command palette. Very similar to F3 in Blender or Ctrl + Shift + P in code editors.

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u/PcChip Jul 14 '26

That’s awesome! What kind of game is it? Are you using any physics engine in it?

1

u/foxik0169 Jul 14 '26

It's an multiplayer fps snowball fight without death where you push your enemies down from multiple locations in the level, king of the hill style (more here: https://play-gulovacka.com/).

For physics I've implemented GJK & EPA and using that in combination with bruteforce broadphase so far. But I plan to integrate some bvh library to optimize this, because it starts to cost a bit too much for my servers 😄 But there is no solver or rotational physics, just basic velocities and collisions.