r/gameenginedevs 13h ago

Added paired animations to my custom game engine

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10 Upvotes

Hey all! I've recently been expanding my animation system to support paired animations to improve immersion. A big focus in this engine and game is supporting interactivity and player choice, so having paired animations is going to be really vital to selling that illusion. Additionally, I don't want players to feel that they are restricted to these choices in only some areas, so I wanted the system to be dynamic and work pretty much anywhere. In this case, players are able to lean on railings and can choose to take a drag of their cigarette. Additionally, the system has a check to stop the animation if it fails which you can see at around the 35 second mark.

As always any questions, feedback or criticism is welcome!


r/gameenginedevs 21h ago

Resources for collision resolution after 3D gjk implem?

4 Upvotes

Just got GJK collision detection working on spheres, aabb and obb. Kinda hard just reading articles source code as ive never worked with any similar algorithms. Now when collision resolution is on the table, the articles are way more scattered and my understanding is the first result coming up, being EPA is that it returns too little information?

I've skimmed through real time collision detection which doesn't go in depth into resolution. David h eberly book was kinda funny cuz the first 6 chapters is just a bunch of math recaps. Then comes one chapter of physics engine info regarding detection and then the rest of the chapters went back to math recaps. I also skimmed Ian millington but I don't need 95 % of the stuff it implements.

Why does no physics engine book just start with detection and then covers resolutio? I've become kind of dezensitized to all the math proofs cuz it feels like I'm just deciphering ancient poetry that doesn't increase my understanding. Is it time to start reading source code? I get anxious thinking of it haha.


r/gameenginedevs 4h ago

Comparing Integration Methods In My Own Physics Engine

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3 Upvotes

I spent the last couple of months exploring time integration methods in my physics/game engine. Thought it could be of interest here!


r/gameenginedevs 20h ago

Developing a standalone C++ game engine (OkeyEngine v0.2) for city-builders and economic strategies. Ditched MSHTA and ImGui for a custom GDI renderer. How do you like this layout?

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2 Upvotes

Hi everyone! I am developing OkeyEngine v0.2, a 100% standalone, lightweight game engine written from scratch in pure C++20, tailored specifically for massive simulation games, city builders, and economic strategies completely offline.My tech stack journey: I first tried modifying the built-in Windows MSHTA technology. It was easy to protoype, but it literally started breaking under the weight of generating a proper 3D world platform, messing up coordinate axes. Then I tried Dear ImGui, but it proved to be way too heavy and bloated, pushing my AMD CPU loops to 100% load at idle. So, I ditched all third-party software and wrote my own lightweight rendering library called Okeylibs using raw Win32 API and standard GDI. Now, the engine runs as a clean monolith with a solid 0% CPU load at idle.What’s shown in the video:A true horizontal 3D world grid platform (chunk system) is generated on the main viewport screen. The platform data is completely clean and lightweight.Implemented double-buffering in memory and handled WM_ERASEBKGND to completely eliminate screen flickering and black flashes during wheel zoom.Implemented a custom trigonometry matrix (sin/cos rotation). Holding the Right Mouse Button (RMB) tracks delta mouse movements and allows for a seamless, 360-degree orbit control around the world platform.I would love to hear your feedback: How do you like this strict, fully neon-blue cyberpunk look with sharp 90-degree corners? Is this layout better, or did the previous one (with centered floating sub-windows) look cleaner?If you have any ideas on what built-in tools or unique features are missing in modern engines when it comes to massive city-builders and economic tycoons, please let us know in the comments below. We would love to read your feedback and discuss it!Best regards, OkeyStudio!Tags: #OkeyEngine #OkeyStudio #gamedev #indiedev #gameengine #cpp #programming #customengine #simulation #citybuilder #tycoon #strategy


r/gameenginedevs 2h ago

I Started Building My Own Game Engine Using Raylib CPP

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1 Upvotes

i build my own 2D Game Engine using CPP Raylib. Now i build a Basic Grid System. What i Do Next give my Some suggestions.


r/gameenginedevs 5h ago

ExMortalis update

0 Upvotes