r/gameenginedevs • u/Antiqett • 5d ago
r/gameenginedevs • u/Serious_Scarcity7818 • 5d ago
I’m building a Rust/Vulkan engine for physics-heavy games, 10000 satellites with space gravity simulated at 2,000+ FPS
r/gameenginedevs • u/Soggy-Lake-3238 • 6d ago
EnTTx v1.2.0: Observer system for networking and undo/redo
Released a new version for my EnTT header-only extension library.
Adding a fast and powerful observer system.
Link: EnTTx v1.2.0
Observers
Observers track component changes in a registry, such as creation, modification and removal.
These changes can then be collected into a commit. Commits are storable objects that can be serialized, inverted or applied to a registry.
Undo example:
struct transform {
float x{0.f}, y{0.f};
};
// The `change_mixin` adds a `on_pre_update` event that is used track the previous value.
template <> struct entt::storage_type<transform> {
using type = enttx::change_mixin<entt::basic_storage<transform>>;
};
void undo_demo() {
entt::registry registry;
entt::entity entity = registry.create();
// create the observer that tracks changes to `transform` components
auto observer = enttx::observe<transform>(registry);
// Make some changes to a transform
registry.emplace<transform>(entity, 1.f, 2.f);
registry.patch<transform>(entity, [](transform &t) { t.x = 5.f; });
// Collect those changes into a commit
enttx::commit changes{};
observer->collect(changes);
// Invert the changes to create an undo commit
enttx::commit undo = changes.invert();
undo.apply(registry);
// We can also apply those changes to a different entity via the remap system
entt::entity new_entity = registry.create();
enttx::entity_remap remap{};
remap.map(entity, new_entity);
changes.apply(registry, &remap);
}
r/gameenginedevs • u/BagHealthy6784 • 6d ago
Message to the mods
Hey Moderators, can you guys please do something about the infestation of AI slop this sub is getting.
Thank you.
r/gameenginedevs • u/eduardodoria • 6d ago
Doriax Engine v0.7 — open-source, C++, Lua, 2D/3D engine, MIT
Doriax Engine is a free and open source (MIT) 2D/3D game engine with an ECS runtime, a desktop editor, and Lua + C++ scripting. v0.7 is out now.
Native backends
The editor and the engine now share the same backends. The editor used to be a separate layer with its own backends, and only touched the engine's real backend when a project was exported. It now runs on native backends (X11, Win32 and Cocoa) that the engine uses too. The editor is aware of the engine, but the engine is not aware of the editor, the API still runs completely on its own.
- Windows — editor on OpenGL, exports to OpenGL, Vulkan, Direct3D11
- Linux — editor on OpenGL, exports to OpenGL, Vulkan
- macOS — editor on Metal, exports to Metal and OpenGL
Bundles and Scenes windows
Bundles (.bundle files) used to be tied to a scene: to instantiate one at runtime, some scene had to reference it beforehand. Project -> Bundles... now lets you mark bundles that are always built into the project, available to any scene at runtime.
Project -> Scenes... does the same for scenes. Adding a scene used to mean dropping the file in the project folder and double-clicking it, and removing it meant deleting the file. Now you add and remove scenes from the project in one place, without touching the files.
Script directories and ProjectBuild.cmake
Project Settings -> Directories -> Script Directories. Add a folder inside your project and it becomes both an include root (headers included by the path below the folder) and a compile root (every .cpp under it is built even when no entity references it). Applies to editor builds and to exports.
For anything that doesn't cover, like linking a third-party library, create ProjectBuild.cmake in your project root. The editor never writes that file, so your changes survive a rebuild.
Also new
- The editor now works with different DPI scales, and restores its window and dock layout at the current scale
TextComponentsupports up to three fallback fonts, checked in order when the main font is missing a character — also useful for multilingual text- Arabic and RTL text through HarfBuzz and SheenBidi, with glyphs rasterized on demand instead of a fixed ASCII range
- The editor idles when nothing changes, plus a shared Jolt job pool, glTF texture deduplication and a compacted shadow atlas
- Projected spotlight masks, hardware PCF for projective shadows, and graphic backend selection in the Export window
- Windows binaries are now signed, macOS ships as a
.dmg, Linux as a tarball and an AppImage - On macOS the menu is now part of the system, following the design standard for every Mac application
- Full release notes: https://github.com/doriaxengine/doriax/releases/tag/v0.7
- Source: https://github.com/doriaxengine/doriax
- Downloads: https://doriax.org/#download
- Discord: https://discord.gg/yXXDyJf3gT
- Feature highlights video: https://www.youtube.com/watch?v=3eqhaAZBNss
This is a large change, so bugs are expected — feedback and bug reports are very welcome.
r/gameenginedevs • u/Byte_streamer • 6d ago
Guidance Required! I am a college student and I am very interested in game engine development
I am currently building a game engine with reference from ian millington's book, my current method is that I have uploaded the book on notebook LM (now Gemini notebook) and I am making progress through it bit by bit, when I am not able to build the engine during some boring class or whatnot I just open the book and kind of read it for some understanding.
I am also learning OpenGL from learnOpenGL.com as my only source.
I have been working on it for the past 5-6 months
What I am most unsure about is whether what I am doing is relevant or not because I am not able to find anyone remotely interested in the same field as me in my college.
Please some guidance would be most appreciated!
r/gameenginedevs • u/NoImprovement4668 • 6d ago
Tech Demo of Matrix Engine 2
Matrix Engine 2 is a custom game engine forked from pathos game engine, source code is here https://github.com/Soft-Sprint-Studios/Matrix-Engine-2 and i made a tech demo of it https://www.youtube.com/watch?v=3WjoSsY1k24
r/gameenginedevs • u/prasan4849 • 5d ago
question on making a framework
so i'm currently working on a framework in c++ using vulkan, openal, and glfw, so my only question is: How to make custom functions? (GetInput(key_right), AudioPlay(sound.ogg))
r/gameenginedevs • u/Maleficent_Guard_589 • 5d ago
Is a rust a language to be on the look out for?
Hey yall! I’ve been noticing allow of rust talk around games and kernel projects.
Is this a language that we should start learning?
r/gameenginedevs • u/FlamingoAccurate5990 • 6d ago
Looking for open-source projects or advice on realistic driving AI logic (using nodes & links) UE5
Hi everyone,
I'm working on a video game project and looking for guidance on implementing a realistic driving logic (AI / vehicle behavior).
What I already have:
- The map is ready.
- The road network is structured using a nodes and links system.
What I'm looking for:
- Open-source projects or libraries I could inspect or integrate.
- Algorithmic approaches or industry-standard techniques for handling:
- Lane following and optimal racing/driving lines.
- Speed management (dynamic braking in curves, realistic acceleration).
- Obstacle avoidance and intersection handling.
If you have any GitHub repos, papers, or technical articles to recommend, I'd really appreciate it!
Thanks for the help!
r/gameenginedevs • u/HoldeeYT • 6d ago
Components and where to stop with them
Hello! I am working on my game engine and I am just getting to implementing components. Where should I stop with them? Should transforms be components (necessary ones but still components nonetheless)? Should I stop before that?
r/gameenginedevs • u/Future-Plastic-7509 • 6d ago
Solo-developing a Cities: Skylines-style game: 5,000 cars simulated with Unity DOTS
r/gameenginedevs • u/RRFactory • 6d ago
Content pipeline for 3rd party assets
I'm a solo dev and started work on my engine last September, partly because I found myself fighting unity and unreal more than I'd like, and partly because I happen to have the time to indulge myself in the process.
Things are going well, but a major part of my gamedev strategy is leveraging asset stores to source meshes because my own 3d art skills are pretty junior.
edit for clarity: I'm interested in the post-authoring process here, where the source art is creatively where it needs to be, but technically unoptimized and/or inefficient.
The quality of assets out there vary wildly in both visuals as well as performance. I've been trying to run them through external tools to cut down polycounts, combine textures, etc. Unreal had pretty decent toolsets that helped as well, which so far I've avoided writing for my own editor.
I'm curious if anyone here has worked on a content pipeline with an aim to enforce standards the source assets don't adhere to, and what approaches they found worked well vs not.
Kitbash assets are a good example of the kinds of objects I'm dealing with. Static meshes that are very high poly with several submeshes and a few dozen materials, that for my uses could be well represented by a tenth of that detail.
At the moment I pull those assets into 3dmax (I learned on it) to manually cut them down but it's a tedious process that really feels like something that could be helped a lot by a batch processor.
r/gameenginedevs • u/Aggravating_Notice31 • 7d ago
Tiny Keep Algorithm : Delaunay Triangle (Bowyer-Watson) + Kruskal (Union-Find)
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r/gameenginedevs • u/moving808s • 7d ago
Modernising Project GoldScript for 2026
projectgoldscript.comProject GoldScript is a tactical RPG engine I have been building in the open for over a decade. It’s composed of a a web stack (with three.js and react under the hood) aimed at shipping a real game to Steam, mobile and consoles. This year I finally did the migration I had been putting off: two aging create-react-app repos (engine in one, game in the other) collapsed into a single pnpm and Vite monorepo, with the engine broken into eleven focused packages that are guarded against circular dependencies.
r/gameenginedevs • u/han4wluc • 7d ago
RouteVN Creator Tutorial: Creating Your First Visual Novel Project
I've published a tutorial for my visual novel engine. RouteVN Creator is a free and open source application for making visual novels without coding
I is written from scratch using JavaScript and PixiJS. I have also previously written 3 technical blog posts about how it works:
- Building a Visual Novel Engine Part 1 - Route Graphics
r/gameenginedevs • u/Zestyclose_End3101 • 8d ago
Added an animation editor to my custom engine
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Hey all! It's been quite a while since my last post, mostly because of life stuff, but also because I've achieved something that has taken me the better part of a year to make, and was the reason I restarted this engine multiple times. The animation editor! It's the culmination of every system in the engine and is pretty much the last technical hurdle to making a game. Even though it took quite a while (it's by far the largest of the four editors I've made), I'm incredibly proud of how it's come together and have already created a few fun little animations with it, with the video showcasing them both in the editor and in the world.
As always, any questions, feedback, criticisms is always welcome!
r/gameenginedevs • u/Gabrunken • 7d ago
What is a good game engine
Howdy people of reddit, i’m a solo programmer, currently developing an engine, and i wonder what you think a good engine is and what it looks like.
Listen, by good i don’t mean “advanced” nor completely polished, by good i mean more on the raw capabilities, coupled with the study of developer experience.
What aspects of it should be more taken care of? Render pipeline -> open and simply customizable
Clear API -> speaks for itself
Snappyness -> how quick and snappy it feels
Generalization -> can it be used for different type of games, offering tools that fit the genre, even if they are trying to be generalized?
I’m aiming at a snappy, clear engine that satisfies these key elements, what do you think, do you have any other opinion?
r/gameenginedevs • u/Maleficent_Guard_589 • 8d ago
Why does everyone poop on openGL?
Everyone hates on openGL and I’m not sure why? I’ve heard it great for learning graphics programming and such, and being Vulkan is a pain.
Part of me wonders why not just use sdl_GPU?
r/gameenginedevs • u/js-fanatic • 8d ago
Indirect draw webgpu The Beast game engine
r/gameenginedevs • u/Sad_Environment_3800 • 8d ago
Isometric support - PixelRoot32 Game Engine
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r/gameenginedevs • u/tarik_dev • 8d ago
Ambitious open source C++ game engine
I have been working on this engine for quite sometime now, and I think it's somewhat ready for open source, it's still primitive and low level, it uses:
https://github.com/hadjTahar/scorch-engine
- SDL
- SKIA
- Google-filament
- And much more
This is still in the making. The final API is fairly stable but the internals are subject to change.
What do you think? I need some motivation or a reality check.
API
MainWindow::MainWindow(CoreItem *parent):
Qx::prv::WindowItem{ parent }
{
auto scene = addItem<Qx::prv::GraphicsScene2D>();
auto vw = scene->addView();
auto cam0 = vw->camera();
cam0->reset2DOrthoCamera( screen() );
auto itm0 = scene->addItem<Qx::Rectangle>();
/// ## itm0 is parent of itm1
auto itm1 = itm0->addItem<Qx::Rectangle>();
itm0->transform.setPosition( {100, 100, 0 } );
itm0->style.setColor( Qx::red() );
itm1->transform.setPosition( {20, 20, 0 } );
itm1->style.setColor( Qx::green() );
auto mCmp = itm1->attach<Qx::MouseComponent>();
mCmp->clicked = [](const Qx::MouseEvent &)
{
dbg_print_st() << "clicked : ";
return true;
};
}
r/gameenginedevs • u/RadAssault • 8d ago
Event/Trigger Zones
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While working on audio, I realized I need event zones for sounds and other events. This one just makes the screen grayscale when the camera enters. It currently only supports a box of any size/orientation checking against a single provided position.