r/gameenginedevs • u/thedeanhall • 8h ago
r/gameenginedevs • u/Important_Earth6615 • 15m ago
How to build streaming world
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 • u/bensanm • 2h ago
Dev Talk 5 - Multi-Objective Map Walkthrough
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.
r/gameenginedevs • u/Pinwin12 • 25m ago
Raycasting Engine running in Windows Command Prompt- Lite Engine
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 • u/RadAssault • 16h ago
Transparency Demo
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A short video on blended and cutout transparency in my engine
r/gameenginedevs • u/__DPress__ • 17h ago
10,000 ANIMATED GOPNIKS
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The characters consist of rigid parts - they do not have any vertex skinning logic on the GPU. Instead, their animations were moved to a compute shader and their rigid parts are moved accordingly. And yeah, I'll add a support of the directional light to them later, *I promise*.
r/gameenginedevs • u/buzzelliart • 17h ago
OpenGL – 5km × 5km Procedural Terrain Fly-By
OpenGL, C++, GPU hydraulic erosion
r/gameenginedevs • u/Adriz_Xade • 18h ago
I am implementing some new feature inside my custom game engine (Real-time Physics, Vegetation,fbx support, Day-night cycle, Default characters in-built animations,Water system (Buoyancy)
v.redd.itr/gameenginedevs • u/luminade-studios • 22h ago
Minimalist build of Game Web Server in Rust + Axum in 20 Minutes from scratch [ 01 ]
If you can give me 20 minutes of your time, I would like to show you in this video, we will go from zero to a working Rust web server with Axum and simple HTML output string. No JavaScript fram eworks. No frontend bloat. Just clean, fast, server-side Rust. This is the foundation for everything we're building at Luminade Studios - server-rendered browser games, tools, and dashboards using Rust, Axum, HTML, CSS, and SVGs itch.io: https://luminade-studios.itch.io/
#rust #axum #gamedev #html #css
r/gameenginedevs • u/MAuraEngine • 2d ago
Cornell box filled with smoke, then flooded (path traced fluids)
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The classic scene for testing global illumination, with fire, smoke and water at once and lit by path tracing.
A burning torch drops in and its smoke rises, spreads under the ceiling and comes down as a layer until the whole box is full and the lamp is veiled; the flame is still seen through it and the smoke shadows its own fire. Then water pours from the ceiling: it puts the torch out, the smoke clears, the two blocks float and the tall one tips over. At the end a piece of the red wall opens and the water runs out through it.
- Closed room: the smoke knows the walls and stays in, so the box fills up
- Light: the torch lights the box; the smoke takes the light of the room
- Physics: the torch, the blocks and the hatch are Jolt bodies; the water floats them
r/gameenginedevs • u/Ok_Reserve996 • 1d ago
What motivated you to develope your own engine?
Why not use an established engine?
I am interested in your personal motivation. Maybe you are doing it just for fun? I'd love to hear your thoughts!
r/gameenginedevs • u/Mici-P • 1d ago
Optimizing for Low-End Hardware
Optimizing my game engine
I spent weeks stressing over Tracy Profiler and analyzing and optimizing every line of code, i managed to bring down the frame time down from 6.7ms to Apx 2.1ms (470fps) on my AMD 6900xt. GPU-bound at 1920x1080 with these features enabled :
- MSAA x4
- Ghost of Tsushima's Grass
- 4k Cascaded Shadow Mapping (CSM)
- Marching Cubes Terrain
- Procedural Sky with Day-Night Cycle
- Other small things like Fog, Scattered mesh, Tree shader, ect ..
My question is how do i know if the performance is good enough ?
I'm Targeting at least 144fps+ on a RTX 3060.
How accurate is comparing GPU TFLOPS? For example, The 6900xt has 23TFLOPS, and the 3060 has 13. does that mean that 3060 would run the Game at Apx double the frameTime ?
r/gameenginedevs • u/Splyth • 1d ago
Capcom Open Sourced A Cool Data Engine
Its called REDox https://github.com/CAPCOM-TD-OSS/REDox
Looks like its a pretty easy to implement, light weight and extremely fast file save/load system.
Pretty flexible too! Not gonna lie having a battle tested AAA Quality tool that's easy to use is a rarity and it looks like they are planning to have it support and do even more! It's also licensed under Apache!
Heard about it today and figured Id share with the community. I'm still in prototyping and don't need it just yet but when I do get to data management and saving and loading I'm definitely going to give this a hard look!
r/gameenginedevs • u/tonios2 • 1d ago
Rigsmith rigging/animation studio
Created a 3D rigging and animation app, cause I was struggling with animations.
It uses custom engine, runs on Vulkan and is multi-platform on windows/linux/macos (KosmicKrisp).
Maybe someone finds it useful.
Links
r/gameenginedevs • u/corysama • 1d ago
Simon Rodriguez - A frame analysis of Hitman World of Assassination
blog.simonrodriguez.frr/gameenginedevs • u/H0wZy • 1d ago
Two weeks into my first UE5 project: Motion Matching from GASP retargeted onto a custom character
r/gameenginedevs • u/Every_Dance7063 • 1d ago
[Showcase] Advanced Networked Shooter System (v1.3.0) - Going PAID soon! Get it for FREE while you can 🚀
r/gameenginedevs • u/flydaychinatownnn • 2d ago
Anyone else feel demotivated by AI?
I’m hoping I can get some reassurance from other people, im a senior in university who’s had a project going for a while and seeing ai write entire small engines with a few prompts is just really demotivating and makes me wonder what the point of going into software engineering is, even if you write something yourself how will you differentiate yourself from the sea of slop. I honestly feel this way about everything, I used to be into 2d/3d art and wanted to make assets for an idea but I just don’t see the point with the gains it’s been making. Seeing the cherno flabbergasted and filled with dread at being able to prompt engineer an engine that would take 10 people months is making me spiral. I just really hate how every ceo is saying ai is going to create a better world for everyone when all I see is how it’s harming everyday people while enriching corporations, it’s gaslighting tbh im just tired, how tf was I supposed to know it was going to improve this rapidly and pivot careers when it could barely form coherent sentences when I started college?
r/gameenginedevs • u/mechanicalsympathyg • 2d ago
After months of hard work, 72 Seconds finally has a demo available on Steam!
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72 Seconds is a sci-fi squad-based RTS where you command six unique soldiers, each with their own abilities, alongside base building and RPG progression.
The demo includes 4 campaign missions and a Horde mode where you fight increasingly dangerous waves of enemies.
I've made a fully custom from scratch game engine for 72 Seconds in SDL and C++.
If you're into RTS games, give it a try! Any feedback is appreciated.
r/gameenginedevs • u/21GamesOfficial • 1d ago
CREATING MAYA OMNIVERSE ENGINE #1
Problem #1:
We're making a game engine, written on C++, Maya Embedded Language (MEL), Python, and C Sharp (C#).
It will be called... Maya Omniverse Engine!
But, there is a problem. We need your support and help!
So, give me a tutorial on how to create a window for Maya Omniverse Engine.
The target platforms are macOS, Windows, and Linux.
We are keeping it official.
Thanks!
© 2026 21 Games, All rights reserved.
r/gameenginedevs • u/AncientWindsL • 2d ago
Developing a custom engine on an integrated GPU: Should I upgrade?
galleryr/gameenginedevs • u/MAuraEngine • 1d ago
The Unbearable Lightness of AI
I’m relatively new to Reddit, so I’m not entirely sure of the best way to address the community. I’ve been passionate about game and engine programming for years, but in a way, I felt my time had passed. I’m 55, and I lack both the time and the capacity to keep up with all the emerging techniques—until AI came along. It has reignited my excitement, even though it doesn't hold nearly the same value for me as building things from scratch. Ultimately, it comes down to a prompt, and the system produces results you can't fully comprehend.
Does it have value? Very little on a personal level; however, I believe this is the reality we’re facing now. It’s no longer a matter of fighting against it, but rather accepting the tool and trying to make the most of it.
I’ll soon be releasing my engine—built 100% using AI—and I believe it’s one of the first of its kind, though certainly not the last. The videos demonstrating its capabilities are mind-blowing, as you may have seen in some of the clips I’ve posted. I worry that releasing this engine might discourage people who have worked incredibly hard or are just starting out, but this is what the future holds: incredible custom engines tailored to specific games.
I’m writing this post as a sort of apology, because I honestly believe that the effort involved in development is about to lose the value it once held.
r/gameenginedevs • u/MAuraEngine • 2d ago
Combat Series #9: Action System – attacks as data
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Ninth video in my series explaining, one by one and as clearly as I can, the building blocks of a melee combat system. Most techniques are shown with and without them, so the difference is obvious at a glance.
This one is about the action system: every attack is a row of data (clip, startup, active and recovery phases, combo window, cancels) and one state machine runs them all, for the player and for the enemies. Input buffering and chains come built in.
Already posted: #1 Root Motion, #2 Motion Warping, #3 Animation Events, #4 Animation Layers & Bone Masks, #5 Foot IK, #6 Weapon Sweep, #7 Hit Stop, #8 Hit Reactions & Poise.
Coming next: Morph Targets & Faces.
r/gameenginedevs • u/gabenyolo • 3d ago
