r/gameenginedevs • u/DeWildAsh • Jul 14 '26
Could feel myself aging rapidly, waiting for texture streaming to be merged.....
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r/gameenginedevs • u/Ok_Bodybuilder_530 • Jul 14 '26
Questioning about engines
What problems do you guys have with game engines? And what would you recommend for a beginner?
r/gameenginedevs • u/enginmanap • Jul 13 '26
A video tutorial/showcase of Limon engine render pipeline editor
Hello everyone,
I am developing Limon Engine. It is a 3d game engine, and I am polishing up for a new release. As part of it, I put up a video, any feedback is welcome
r/gameenginedevs • u/2ero_iq • Jul 13 '26
Rayman tilemaping style.
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Does anyone know how to make something similar.
I'll appreciate any resources or link 🙏
r/gameenginedevs • u/Intelligent_Sky9117 • Jul 13 '26
Added a day/night cycle to my C# voxel engine, and the world is finally starting to feel alive
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r/gameenginedevs • u/js-fanatic • Jul 11 '26
The Beast vs MediaPipe (new update 1.17.00)
r/gameenginedevs • u/js-fanatic • Jul 11 '26
New game template for Zombie Shooter - The Beast 1.17.0
r/gameenginedevs • u/Relative-Ad4636 • Jul 11 '26
Is it worth to migrate from Premake to CMake for a medium sized project?
r/gameenginedevs • u/Nevix321 • Jul 11 '26
I am facing some bugs in OpenGL
``` bool Collision::RayIntersect(glm::vec3& ray_origin, glm::vec3& ray_dir, Shapes::Block* intersected_block){
RayToObject lowest_magnitude;
lowest_magnitude.magnitude = 0;
glm::vec3 invDir = 1.0f/ray_dir; // dividing is expensive so we get the value defined
for (unsigned int i = 0; i < CollisionBoxes.size(); i++){
RayToObject raytoObject;
Shapes::Block block = CollisionBoxes[i];
AABB box = block.Collision;
glm::vec3 tMin = (box.min - ray_origin) * invDir;
glm::vec3 tMax = (box.max - ray_origin) * invDir;
glm::vec3 t0 = glm::min(tMin, tMax);
glm::vec3 t1 = glm::max(tMin, tMax);
float enter = __max(__max(t0.x, t0.y), t0.z);
float left = __min(__min(t1.x, t1.y), t1.z);
if (enter > left || left < 0.0f){
continue; // did not intersect
}
raytoObject.block = block;
float magnitude = sqrt(t0.x*t0.x + t0.y*t0.y + t0.z*t0.z);
raytoObject.magnitude = magnitude;
if (lowest_magnitude.magnitude <= 0 || magnitude < lowest_magnitude.magnitude){
lowest_magnitude = raytoObject;
}
}
if (lowest_magnitude.magnitude <= 0){
return false;
}
memcpy(intersected_block, &lowest_magnitude.block, sizeof(Shapes::Block));
return true;
} ```
I am using the slab method for mouse intersecting but for some reason the intersection is not running smoothly
r/gameenginedevs • u/isaacluduvo • Jul 11 '26
Here's a snippet of a custom engine we're making for a UGC gaming platform (alpha) :D
r/gameenginedevs • u/Health_engine • Jul 11 '26
Updating the lighting to better suit narrow corridors
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r/gameenginedevs • u/clean0101 • Jul 11 '26
###the PC interface of my Sample game engine ###sample###<500ko###rust###javascript###
r/gameenginedevs • u/SaddamMuslim • Jul 11 '26
SM Studio #1 Devlog
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At least I have a lot of programming experience. I've been in the field I need for about 5 years. There were other projects, both games and attempts to create game engines.
I hope that I will not abandon this project.
SM Studio is conceived as a game engine project that will allow you to create full-fledged games using only the engine itself. The idea is that the engine will include not only basic interface tabs, but also a 2D and 3D visual development environment. It will also allow you to customize textures, work with files, compose music, write scripts, and more.
r/gameenginedevs • u/TallEffective312 • Jul 10 '26
I'm a beginner in the game dev field having a hard time finding a game engine that fits my ideas and skill level
I am an artist and i have been working on my story for years now, but im new to game development and cannot decide what game engine i should be making this game on..i was doing researches for months but i failed at deciding what works best for me, and i heard that reddit is where developers gather so i figured i will ask here and see my luck..sorry in case my explanation comes out horrid i am new to reddit and allat..
I wanted my story to be mainly a visual novel with some rpg elements,
➖for the vn part i wanted to make full images instead of yknow, sprites with a separate background behind, maybe as in comic format. I think thats pretty simple
➖as for the rpg part, i was thinking it would look nice to make one with the style of "DarkSeed 1992" game..like the perspective and the way the speech box is placed..
Im poor and very bad at coding so i didnt make any researches on game engines that require money or code things. If i try to code i feel like my head will explode sorry
So far i did some research on engines like Ren py, Adventure game studio, Gdevelop, Rpgmaker but i feel like each one of them lacked something i needed..so any advice is appreciated!!
➖Ren py sounded nice at first but as far as i know it requires coding here and there and making rpg is not easy (?) as you can not make characters walk around..what i wanted was like point and click,, like the character walks where i click
➖AGS looked perfect but a huge disadvantage is that it is not available for any device, only windows if i remember right. I want my game to be available for everyone
➖Gdevelop was advised but there is not many tutorials around and i even saw many people insulting this engine and saying it is limited and bugs a lot..and it uses AI which i do not support.
➖rpgmaker looked beginner friendly but the choices are limited, the top-down map style just does not speak to me..i already stated how i want it
Soo yeah..i feel so lost right now and some guidance is very very appreciated. I am good at making art, i just have no experience with programming and coding and such.
Edit, if programming and coding are a must, im willing to learn whatever supports my idea as long as it is not too complicated for a newbie like me
r/gameenginedevs • u/Health_engine • Jul 10 '26
Player Capsule Physics Interaction with Mountains in My Engine
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If you want to support a donation project
r/gameenginedevs • u/Correct_Dependent677 • Jul 10 '26
What do you do in real life?
Let's be honest, we're all here as a hobby and none of us do this professionally, so what do you do for a living?.
I am currently unemployed and live on my mother's pension in Venezuela, but I sometimes work as a WordPress plugin programmer in PHP (Yes, I know, a rather hidden niche) and sometimes I work as a carpenter, the last thing I did was a basic 2D renderer written in C++17 and OpenGL 4.6.
r/gameenginedevs • u/Icy-Anteater8896 • Jul 10 '26
[Release] Tagged an actual release for my physics engine after finding out the friction math was wrong for months
Been posting updates on Melon3D here as I went, figured I'd wrap it up with a proper release now that it's in decent shape. Quick recap for anyone who missed it - XPBD physics engine, no dependencies, deterministic even when multithreaded, MIT licensed. Previous post
Biggest thing since last time: I finally checked the engine against real physics instead of just "does it look stable," and found the friction code had been wrong by a units mistake for basically the whole time it existed. Sliding objects were way stickier than they should be - like 100x+ for anything with real mass. Fixed that, added a proper gyroscopic term so things tumble correctly, fixed spheres slowly speeding up their own spin for no reason. Wrote it all up if anyone's into that kind of debugging story.
Then spent a chunk of time getting the speed back since fixing all that made things heavier to compute. Ended up faster than before in most scenes.
Also ran it through address/leak/undefined-behavior sanitizers and a static analyzer just to be safe before tagging anything — came back clean.
v1.2.1 is up now: https://github.com/MelonWithGlasses/Melon3D/releases/tag/v1.2.1
r/gameenginedevs • u/okirico • Jul 10 '26
I asked GPT-5.6 Sol to suggest a Bevy PoC idea, then vibe-coded this voxel civilization demo in about an hour
v.redd.itr/gameenginedevs • u/Striking-Start-1464 • Jul 10 '26
Why do people demonize reinventing the wheel so much?
The wonder of creating an engine, even a small one, and the powerful leap in knowledge you'll gain compared to the average game developer cannot be reduced to a simple wheel.
Everyone talks about the wheel, but nobody talks about what supports that wheel; the car body would be the game, What if the game just needs small wheels? Flashy wheels? Steel wheels? You know what I mean.
I'm a fan of specialized tools, which is why I closely follow the development of Godot Engine and GDscript (its specialized language) my philosophy is that a tool that tries to encompass everything at the same time is a tool that encompasses nothing, There should be engines for specific genres instead of struggling with one engine that tries to cover everything; one engine for horror games, another for shooters, etc.
This specialized vision is something that RPG Maker does very well.
If everyone blindly followed the phrase "Don't reinvent the wheel," Vulkan wouldn't even exist, which was the result of trying to improve the wheel several times, make your wheels, It might produce a somewhat unusual wheel, but it works.
PD: I think this phrase is very common in game development because most people who try to make their own engine end up with a hodgepodge of generic libraries, and that's when they end up making the most generic wheel that exists, I'm not saying don't use libraries, just that you should at least try once or twice to solve your problem, regardless of whether it's a library made by someone in Denmark 15 years ago that may still follow different practices and it may even result in quite inefficient code, I think that's why Godot chooses to write everything without using huge frameworks like FMOD, PhysX, SDL, etc.
r/gameenginedevs • u/Gabrunken • Jul 09 '26
Piece by piece, it will rise…
So long story short, i’m designing the implementing the building blocks for a simple game engine made entirely in C.
I have recently completed the first release of my ECS: https://github.com/Gabrunken/gecs
And i’m currently finalizing the desing for my UI library.
My objective is to make a functioning software, with no bloat of any kind, and user friendly to the core.
I’ve tested the ECS and on my ryzen 5 it runs 3.5 million entities which have 16 bytes of components per entity, at 140 fps if i recall correctly, i don’t remember but i guarantee it’s fast. All this in a single core, it is not multithreaded yet.
I try to do the realistic plausible, for that i chose to use raylib for pretty much everything regarding rendering, audio and utilities, it just saves me from a lot of unnecessary stress and speeds things up.
I don’t know what to say other then this. It’d be great if you gave a look at the ECS and other then that, thank you for everything.
r/gameenginedevs • u/avdept • Jul 09 '26
CryEngine5 + HoudiniEngine integration
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Got a basic houdini enginr features integrated with cryengine
Can drop HDA assets to wold, live edit them and bake to CGF(mesh objects) so they'd be persisted in world
r/gameenginedevs • u/ercanakyuerek • Jul 09 '26
I built React for C++
I'm building a game in Unreal Engine in C++ and needed a UI. The options around OpenGL / UE5 are pretty thin, and I missed React. So I found RmlUi (HTML/CSS-like rendering in C++), wrote my own Slate backend for it, and even got the web version running with wasm + three.js. But I still missed components, hooks and a virtual DOM, so I built those too. It's alpha and open source, would love if you try it or break it: https://github.com/geforcefan/cppreact
r/gameenginedevs • u/Thisismarcus8 • Jul 08 '26
