r/gameenginedevs • • 8h ago

Should I provide a stable C Interface for my Engine?

4 Upvotes

My engine is written in C++23. It‘s an editor-centric engine like Unity, but I would also like to offer the ability to write custom clients for the engine.

And now I‘m wondering if I should add another layer of abstraction with a common C interface to the engine.

This C interface would bring the benefits of a stable ABI on all platforms, easy bindings for other languages (rather unimportant), and I heard this would make implementing C# scripting way easier, but it would add another layer of function calls and therefore would decrease performance by a tiny bit. Additionally, it would add complexity, of which I‘m not sure if it‘s necessary.

Your input would really help me.


r/gameenginedevs • • 10h ago

Raycasting Engine running in Windows Command Prompt- Lite Engine

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20 Upvotes

Lite Engine is a raycasting game engine designed for FPS games.

I was inspired by Wolfenstein 3D and its raycasting engine. I decided to create my own engine with a similar approach, but instead of rendering pixels normally, it renders the entire game directly in the Windows console, using the █ character as a pixel.

Development started around 5 months ago. The current version (Lite Engine 0.1.8.1), supports simple geometry and different types of entities, including enemies, medkits, ammo, collectibles, and more.

Version-0.1.8.0 added support for custom asset archives (.LED). These archives can store map files, ASCII sprites, and definitions for entities and weapons. You can create and edit them using Lade, my LED editor.

Lite Engine website: https://liteengine.pinwinsoftware.com

Download Lite Engine: https://liteengine.pinwinsoftware.com/downloads

Download Lade: https://liteengine.pinwinsoftware.com/sdk/Lade


r/gameenginedevs • • 8h ago

10,000 ANIMATED GOPNIKS - Male/Female and the clothes system

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17 Upvotes

They basically have 540 fully dressed variations for now, it's a mix of [body + top + bottom + shoes] textures. I post it as a follow-up to my previous post.


r/gameenginedevs • • 18h ago

Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.

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43 Upvotes

r/gameenginedevs • • 9h ago

How to build streaming world

7 Upvotes

So in this blog I have been talking about how to stream infinite world in your game engine. It has technical details best methods used How LODs are streamed,...etc.

https://alielmorsy.github.io/the-secret-sauce-of-infinite-world/

I really hope you like it


r/gameenginedevs • • 5h ago

A little Software Renderer I was working on this week.

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3 Upvotes

Hello friends! This is a little project I have spent the last few days working on. It is a software renderer in pure C, that is capable of rendering to anything that can provide direct access to pixels. I've tested this with both SDL3 and WIN32, and both work flawlessly.

Currently, it features a simple fixed function pipeline, but once the pixel and vertex functions are cleaned up a bit you'll be able to input your own custom shaders as well.

It supports per-vertex colours, and (unstable) support for texture mapping, and has a very minimal memory footprint.

I tried to design the API to be very easy to use, and I've written a small example within the README, so give it a try and let me know what you think, and feel free to contribute code if you want to as well!

No AI was used at any point in this project, not for code, or for help, or for anything at all.


r/gameenginedevs • • 12h ago

Dev Talk 5 - Multi-Objective Map Walkthrough

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5 Upvotes

Another short vlog installement in the game / engine (C++/OpenGL/GLSL) journey complete with glitches (mostly minor now). This one centers around maps with multiple objectives (sequencing objectives), editing and uploading maps to steam workshop etc.