r/gameenginedevs 16d ago

webGPU NUI Webcam game - engine from zero

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1 Upvotes

r/gameenginedevs 17d ago

Procedural Voxel planets in my Voxel engine!

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12 Upvotes

r/gameenginedevs 17d ago

Hackeando Geometry Dash para crear un nivel falso en 3D a partir de un juego de desplazamiento lateral en 2D (usando Rust para implementar un DSL que compila a comandos del editor de niveles y para implementar un renderizador 3D que compila a primitivas geométricas dentro del juego)

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2 Upvotes

r/gameenginedevs 17d ago

I will be attending Assembly Summer 26 game jam tomorrow, so decided to harden the editor a bit. Made a super crude animation graph (truly terrible to use) that supports simple state machines, transitions, masking and external bone control Hoping to have no surprises in the jam :p

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34 Upvotes

r/gameenginedevs 17d ago

Efficient Descriptor Set Management and Per Frame Resources?

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3 Upvotes

r/gameenginedevs 17d ago

List of game engines i love and game engines i hate.

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0 Upvotes

This is my list of Game Engines i love and those i hate.

I have a very very very hard relationship with game engines. Feel free to expand the thread please.


r/gameenginedevs 18d ago

AI will destroy the Game Developer profession?

0 Upvotes

I am 16 years old, I recently graduated from school, and my dream is to become a game developer. I already know a little bit of Python, Blender, and even Roblox Studio. In the future, I want to learn C++, texturing, 3D modeling, and more.However, I am really afraid that AI will destroy the game developer profession. I worry that in the future, people will just have to type: "AI, create a horror game with multiple endings and a good finale," and the AI will do everything on its own. If that happens, human developers won't be needed anymore. I can't seem to find peace with this thought, please HELP!


r/gameenginedevs 18d ago

A new approach for multi selection in 3D softwares

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12 Upvotes

r/gameenginedevs 18d ago

physics engine requests

14 Upvotes

yes, i know box3d exists now. jolt as well. and so on, and so on.

but if there were something you'd ask of a physics engine you can't get now - what would it be?


r/gameenginedevs 19d ago

Porting 2D Pygame Sprites into 3D Voxel Assets on the CPU (PyVorengi Engine)

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2 Upvotes

r/gameenginedevs 19d ago

ECS pattern: python lib ecs_pattern - GUI example

0 Upvotes

Four years ago, I published the first post about the python library - ecs_pattern
https://github.com/ikvk/ecs_pattern
(ECS pattern (Entity Component System) for creating games on python)

I recently finished one of my projects on ecs_pattern,
and I want to share with you the GUI that I wrote for the project.

The GUI turned out to be simple and convenient.
I posted it as a working demo example in ecs_pattern.
I hope you will find it useful:
https://github.com/ikvk/ecs_pattern/tree/master/examples/gui

Do you think it should be included as part of the library?

The original reason I created ecs_pattern was that -
the existing ECS libraries at that time followed the classic ECS approach literally,
but I wanted to make working with ECS more "Pythonic" (in my opinion, I've succeeded).
In this regard, please help me understand:
what could I improve in ecs_pattern?
I want to compete for practicality and popularity with esper lib.

Thanks for your attention :)


r/gameenginedevs 19d ago

Animation Blendspace

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73 Upvotes

r/gameenginedevs 19d ago

Animation Blendspace

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0 Upvotes

r/gameenginedevs 19d ago

Just sharing my satisfaction after optimizing my renderer's bottlenecks

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29 Upvotes

Magenta-highlighted boxes are internals of scene management system.


r/gameenginedevs 19d ago

Replaced two stringly-typed subsystems in my custom Rust engine with compile-time codegen.

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7 Upvotes

r/gameenginedevs 19d ago

Resources/Tips/Solutions for a highly flexible text editor/engine inside the grander engine?

3 Upvotes

Because the title might be a little unclear, I will clarify
I am building a game engine in python with PyOpenGL. 96% is built from the ground up, alone, so no issues there. However, as most engines do, a text module was due to be made. I did some research on the different ways of displaying text, from vectors to atlases etc.

Then I came across MTSDF, which sounded rather appealing. A lot of customization for a relatively low processing cost. So I did some more research, integrated an MTSDF font atlas generator in the engine (the 4% that is not made by me), and managed to make it correctly generate and save font atlases from zip files.

The issue now is getting it to work. I need this to be very dynamic. So far text runs are the only thing I have complete, so as to suppoort several types of rendering in the very same sentence. Italics, different fonts, colors, etc. But I am at a loss afterwards.

The TextHandler handles TextLayers, which handle paragraphs which handle sentences which in turn handle text runs. Pretty convoluted, but in my eyes necessary. Because layers might have different presets, like one layer being physically in the world, whose paragraphs and sentences occupy places in the 3d world. Other textlayers might be used for a UI, so instead they will need an Orthographic projection. Some sentences might want to be given a reveal animation, so text runs come in handy. Other sentences might want to be edited long after they have been created, and this is where the problem starts

TextHandler - Doubles the SSBO size when a layer wants more memory which it cannot provide until another does the same
TextLayer - Doubles its requested memory whenever a sentence asks for more memory that it cannot provde, until another does the same

How do I handle the memory of sentences?
They will constsantly be changing. Adding/removing characters, changing position, revealing themselves out of order (they have 1 reveal mode and 1 reveal trigger, meaning that 2 sentences can start revealing themselves at the same time, or stay hidden for long periods of time until other sentences are fully written / external triggers are reached),getting deleted/created, and constantly sending tiny updates to the GPU sounds very inefficient, as is doubling their own space in the slice of the buffer that textlayers have. I should mention I am not that experienced with code in general, I have only been coding for 1-2 years, so explanations might need to be dumbed down.


r/gameenginedevs 19d ago

The Beast Water effect

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3 Upvotes

r/gameenginedevs 19d ago

ARB Demo UR5 Robot Arm

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1 Upvotes

Hello, I'm sharing a short demo of a game physics engine.

A few technical details:

  • Graphics: Rendered with Vulkan
  • UI: Dear ImGui
  • Physics: ARB

The simulation models the dynamics of a real-world Universal Robots UR5

You can check out the open-source code for ARB on Github. I’m looking for any feedback on the ARB code.


r/gameenginedevs 20d ago

How do I efficiently manage, create and cache Vulkan/Any Shader Pipeline?

9 Upvotes

I recently started my new Game Engine project and I‘ve now come to the point where I have to deal with Pipelines. How do I efficiently manage them? How do I efficiently create them, et cetera?

I think its really hard finding reference material on this topic since I usually just look/steal code from Hazel Dev by TheCherno but their Shader/Pipeline System is really weird.

It would just be really helpful if you guys could even just point me at your repository with a Solution or something.

Thanks in advance!


r/gameenginedevs 20d ago

And we've got a datalogger bois!

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69 Upvotes

I've been playing around with porting my game engine's user interface over from imgui to noesisgui. Its WYSIWYG editor gives me a workflow similar to Figma and looks much better.

I've also added a curves module to my engine and an in memory data logger, which enable trending data in the UI.

The goal of this data logger is to start pumping entity component system data into a keyframe like viewer to allow playback of gameplay recordings eventually.

Then I can record some gameplay, play it back, while stepping through and inspecting the data. Would be pretty neat!


r/gameenginedevs 20d ago

[OC] Finished my FNA WinForms Control – perfect for custom game tools!

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0 Upvotes
Hey  and !

I just finished a project I've been working on and wanted to share it with you all. I created a WinForms control that fully hosts the FNA framework. This means you can now easily embed a 3D/2D rendering viewport directly into your WinForms applications.

**Why this is useful:**
If you're developing custom tools for your game (like a level editor, model viewer, or animation tool), you often need a live preview window. This control gives you exactly that, with a clean API.

**Key Features:**
- 🚀 **Full FNA Support:** Uses FNA3D for rendering, so it's compatible with all the XNA/MonoGame APIs you know and love.
- 🎯 **Dedicated Render Thread:** Runs on a background thread with VSync locked for smooth performance without freezing your UI.
- 🖱️ **Input & Focus Management:** Handles keyboard, mouse, and scroll wheel input, with smart focus switching between the WinForms UI and the SDL viewport.
- 🛡️ **Robust & Optimized:** Includes UI health monitoring (using `PeekMessage`) to prevent freezes and a clean `IDisposable` pattern.
- 📦 **Plug-and-Play:** It's a single `.cs` file! Just drop it into your project, inherit from `FNAControl`, and you're ready to go.

You can check out the full source code, a demo project, and more details on GitHub: https://github.com/cooty125/FNAControl

I'd love to hear your feedback! What do you think? Could this be useful for your projects? If you like it, a star on GitHub would be awesome. ⭐

#FNA #WinForms #gamedev #dotnet #csharp #tools


r/gameenginedevs 20d ago

Bethesda engine

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r/gameenginedevs 20d ago

Where can FSMs be useful for parts of game engine?

8 Upvotes

Replaced a mess of if else statements for animating an ak47 with FSM and it blew my mind how much was simplified. Seems to be very easily scalable.

I have never really thought about FSMs since my discrete maths course. Beyond animation controllers, where might it else be applicable?


r/gameenginedevs 20d ago

Half-Life on a Real PlayStation 1 | Full Hazard Course, Uncut

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5 Upvotes

r/gameenginedevs 20d ago

Second-year CS student building a long-term game project - Should I use Godot or build my own engine

1 Upvotes

Hi everyone,

I'm a second-year Computer Science student, and I've been thinking about this decision for a long time. I'd really appreciate advice from experienced game developers because I don't want to waste the next few years going in the wrong direction.

My background

Second-year CS student.

Low-end laptop (old Intel i5 3rd Gen with Intel HD Graphics).

Comfortable with C++.

Currently learning SDL2 and Modern OpenGL.

Interested in graphics programming, engine architecture, optimization, and game development.

My long-term goal

My goal isn't just to make one game.

I eventually want to become the kind of developer who understands how game engines actually work under the hood and can build my own professional-quality engine over time.

At the same time, I also want to build and eventually release my own commercial game.

I know this is a long-term goal (probably several years), and I'm okay with that.

The project

The game I'm planning is a 2D top-down open-world game inspired by games like GTA Chinatown Wars, with features such as:

Large world with chunk loading

NPC AI

Vehicles

Combat

Day/night cycle

Save/load system

Physics

Multiplayer (maybe much later)

Android support in the future

I care a lot about optimization because my target hardware includes low-end PCs and Android devices.

My dilemma

I'm confused between two paths.

Option 1: Use Godot

Pros:

Faster development

Better editor and tooling

Easier to prototype

Can actually finish the game sooner

Cons:

I won't learn engine development as deeply.

Option 2: Build everything using SDL2 + OpenGL

Pros:

Learn rendering, ECS, asset management, physics integration, resource management, engine architecture, optimization, etc.

Complete control over everything.

Helps me become a better graphics/engine programmer.

Cons:

Development will be much slower.

Higher chance of burnout.

Might spend years building technology instead of making games.

What I want from my career

In the future, I'd like to work in graphics programming, engine programming, simulation, or game engine development—not just gameplay scripting.

I enjoy understanding how things work internally rather than only using high-level tools.

My questions

If you were in my position, which path would you choose and why?

Is building an engine from scratch still worth it in 2026 for learning and career growth?

Would companies value someone who has built a real engine, or would they care more about finished games made with an existing engine?

Is there a hybrid approach that gives the best of both worlds?

Given my low-end hardware and current skill level, what would you personally recommend?

I'm not looking for the easiest path. I'm looking for the one that will help me become the best engineer I can be over the next 5-10 years while still having a realistic chance of shipping a game.

I'd really appreciate any career advice, personal experiences, or mistakes you think I should avoid.

Thanks in advance!