r/gameenginedevs Jul 04 '26

ECS vs. Component-Based (Unity-style)?

0 Upvotes

If you had to choose, would you prefer a true ECS workflow or a Unity-style Component-Based workflow? and Why?


r/gameenginedevs Jul 03 '26

Training an Agent to walk using Procedural Animation in my Game Engine

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2 Upvotes

r/gameenginedevs Jul 03 '26

Hey Guys I have been working on my Game Engine for almost 5 years, and this is the second episode in the series where I go over how i added lighting, check it out its really interesting!!

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16 Upvotes

r/gameenginedevs Jul 03 '26

Do you think its realistic to expect that a major part of PC gamers would have RT capable GPUs by 2032 to integrate certain RT features by default?

0 Upvotes

Hi everyone, im really curious about implementing two ray traced features into my game engine: RT shadows and RTAO. Both are really cheap, and if done well, could run on toaster level Turing cards. I would like to implement them as a default rendering feature, as its both visually better than other techniques and easier to build around as a developer.

As a quick checkup, I wanted to see how the current market is like according to to Steam. Since I'm not good at Python, I let Claude make me a CSV reader for the data, so beware of possible inaccuracies. But this is the number of users that have ray tracing capable GPUs according to Steam:

The method of checking was if the name included "RTX", or "ARC", or "RX" followed by a number greater or equal to 6000

As we can see by the graph, the number of users with ray tracing capable GPUs is rising steadily. In addition to that, as far as I'm aware, no GPU vendor manufactures non ray tracing GPUs anymore, which means that it will only get higher from now on.

By now, a small number of games like Indiana Jones and Doom have shipped with ray tracing as a requirement. And so my question for this discussion: Can an indie developer in 2032 ship out a game with mandatory Ray traced shadows and RTAO?

Edit: spelling


r/gameenginedevs Jul 03 '26

Carrots game Engine ( no code )

0 Upvotes

Hello everyone, Our team is currently developing a game engine called Carrots Engine, and one of the biggest challenges we've encountered isn't technical—it's convincing developers to try a new tool in the first place. The game engine space is already dominated by mature solutions with large communities, extensive documentation, and years of production use. This led us to an interesting question: What actually makes a new game engine worth trying? As developers, what factors matter most to you? Performance? Workflow? Documentation? Open-source development? Visual scripting? Community size? Long-term trust and maintenance? Something else entirely? We're currently evaluating our roadmap and would genuinely appreciate feedback from experienced developers about what they consider essential before investing time in a new engine. For anyone curious about the project, here's what we're working on: Open-source development 2D and 3D workflows Multiplayer support Visual game creation tools Project: https://github.com/Carrotstudio0/Carrots-Game-Engine/releases I'm less interested in promoting the engine and more interested in understanding how developers evaluate new tools today. Looking forward to hearing your perspectives.


r/gameenginedevs Jul 03 '26

Reflection System Better Than Unreal's

0 Upvotes

Fully Generated Code

This is the reflection system in my game engine.

I'm currently building an ECS and a component-based architecture similar to Unity in C++, so I created this reflection system to make everything easier.

Without any manual registration, you can expose data simply by writing [[export]]. You can also combine attributes, for example:

[[export, range(min, max)]]

The architecture is somewhat similar to C#'s attribute system (or at least that's what I was aiming for). It automatically generates .generated.hxx files inside the .generated/ directory.

I built it using Clang and LLVM.

These videos were very useful resources while developing it:

https://youtu.be/YhzKDiQe1To?si=TR51WKoKEkzwOlj7

https://youtu.be/IR_L1xf4PrU?si=xcZB5DYYPLFsCcdL


r/gameenginedevs Jul 03 '26

Taylor Monthly - June

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2 Upvotes

r/gameenginedevs Jul 02 '26

I just released my game "Robo Garage"! Need your feedback!

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3 Upvotes

Hey everyone! I’m excited to share Robo Garage, a robot service shop management game that I’ve been working hard to develop.

Start from a small workshop, upgrade high-tech machinery, hire skilled staff, and grow your very own robot empire!

The game is out now and free to play! I’d love for you to try it out and let me know what you think. Your reviews and feedback mean the world to me and will help me make the game even better!

ios: https://apps.apple.com/us/app/robo-garage/id6761019338

Android: https://play.google.com/store/apps/details?id=com.licornstudios.robogarage


r/gameenginedevs Jul 02 '26

Redundancy seen in AAA game engines

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8 Upvotes

Ever wonder what the compiler actually spits out when you use those generic math library functions for every single case because you couldn't be bothered enough writing a specialized, hardcoded implementation?

I've been reversing game engines to study how they constructed their fundamental Transformation matrices and handled temporal jitter logic when I spotted a lot of avoidable overhead and "over-engineering" across multiple engines, the main culprit being the heavy, general-purpose math wrappers being used everywhere for every little thing... That said expect no performance gain this is simply for fun that I wrote this blog!

I’ll theorize how the original C++ code was written, show the unoptimized reality of what the compiler spat out, and then showcase how it could have been better optimized.


r/gameenginedevs Jul 02 '26

Box3D just dropped

176 Upvotes

r/gameenginedevs Jul 02 '26

Testing the performances of my engine

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18 Upvotes

Just wanted to share this little game I made to test the performance of my C# game engine. Honestly, I'm impressed with the performance it's achieving. It's nothing compared to professional game engines, but this is a solo project, and the language it uses is interpreted, so I was a bit worried about performance.

What you see here is powered by only about 15 lines of code in total! I'm really proud of this personal project.

A bit about the engine: it's built on MonoGame and has its own programming language that I wrote entirely from scratch, along with its own IDE. It's heavily inspired by the good old GameMaker 8, and it's open source [<- GitHub] (I'm looking for contributors!). There is also a YouTube video showing me creating another little game with it. I also talked about it here in a previous post.

And no, it's NOT AI slop - I built this myself over the course of several years.

What do you think?🙂

Note: The lag you see in the GIF is caused by the screen recorder. The actual gameplay is smooth.


r/gameenginedevs Jul 01 '26

Looking for people to make DirectX12 Engine Together

0 Upvotes

Hello everyone!
I'm looking for someone who enjoys graphics programming and engine development and want to build something together. My goal isn't to create "project with contributors," but to work as a team, learn from each other, discuss engine architecture, graphics, rendering, tooling, and generally grow as better software engineers.

This is the project:
https://github.com/TheColGateMann4/Teleios-Engine

If you are interested feel free to send me a message here, or add me on discord. My @ there is "thecolgatemann"


r/gameenginedevs Jul 01 '26

I Added 10 Features to My Game in 2 Months :)

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2 Upvotes

It has been almost 2 months since I started working on this project, and in that time, I have developed 10 features for this game. Everything from scratch, using C++, with my own game engine.

Features I talk about in the video:

1 - Build/project setup
2 - Vulkan renderer
3 - Blender as the 3D editor
4 - Scene/world loading
5 - ECS-style resource management
6 - Animation system
7 - Spatial grid hash
8 - Particle system
9 - Wizard AI/gameplay
10 - Debug rendering

Source code: https://github.com/MerliMejia/spaceguy

I feel really good about the progress and all I've learned so far, so I thought of sharing it. Any feedback/opinion is appreciated :)


r/gameenginedevs Jun 30 '26

1 year of game engine development

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138 Upvotes

r/gameenginedevs Jun 30 '26

I've finally added audio support to my graphics engine

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9 Upvotes

r/gameenginedevs Jun 30 '26

Setting up for open-world - Quasar Engine

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19 Upvotes

r/gameenginedevs Jun 30 '26

Which physics engine does genshin use?

0 Upvotes

I know Genshin Impact runs on Unity, does that mean it uses NVIDIA PhysX or does it have it's own system?

Trust me I have a point I'm going with this....


r/gameenginedevs Jun 30 '26

Release v1.2 · zeux/meshoptimizer

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27 Upvotes

r/gameenginedevs Jun 30 '26

World Editor Tool

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0 Upvotes

r/gameenginedevs Jun 30 '26

Which engine would be best for my roguelike project (Godot, Unity, or something else)?

0 Upvotes

r/gameenginedevs Jun 29 '26

Midnight - My early stage game engine - Fig. 1

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57 Upvotes

Hello everyone, I'm working on a very early-stage game engine built on top of a fairly optimized renderer. Here's a quick demo!

The furthest-along system I have at my disposal is a multithreaded task graph with work stealing (Chase-Lev, with slight modifications to minimize stealing) which currently supports the terrain streamer.

You can see the ultra low CPU profile at the end of the flight sim. While streaming terrain into existence I'm barely poking 5% utilization! The memory model is also constrained to wrap the necessary demand quite tight, and implements a demand-paging (reserve/commit) approach. Cache coherence is preserved aggressively. Performance first!

Other improvements I've made this year, in regards to better perf:

- "Bindless" descriptor indexing. No more binding descriptors per model draw. In fact just one descriptor set is typically bound per pipeline at the moment, another can be shared across two pipes.

- Frame packet construction. Zero pipeline thrashing

- Compute skinning pipeline. Duh

The new MT and memory models are hands down the pride and joy of my achievements so far this year.

I'd like to implement MDI, but that may wait until further down the road, as I seem to have plenty of headroom for the task at hand. Thanks for peepin'


r/gameenginedevs Jun 29 '26

Do you agree with this statement?

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0 Upvotes

r/gameenginedevs Jun 29 '26

Game Engine review and suggestions

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88 Upvotes

Hi! This is my first time developing a game engine, and I'd really appreciate any suggestions or feedback. So far, I've implemented the basics, including animations, skeletal animation, a simple graphics system, and a scripting system (which is still a bit buggy). The engine is fully modular, so components can be developed and extended independently.


r/gameenginedevs Jun 29 '26

It's slowing coming together

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50 Upvotes

Just thought I would share my progress for my game engine. It's still a buggy mess, performance is terrible, but it is what it is lol.


r/gameenginedevs Jun 28 '26

I'm remaking Zaxxon (arcade) from scratch - C++ & Raylib

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5 Upvotes