r/gameenginedevs

🔥 Hot ▲ 122 r/gameenginedevs+2 crossposts

I created a fully deterministic 3D multiplayer game engine with advanced physics

It's build in on top of Jolt physics engine with Godot for the visual layer, but the core is custom logic that guarantees the game simulation is fully deterministic on the server and all players - regardless of their operating system and CPU architecture. Only player inputs are exchanged between the server and players, and the simulation stays in sync for the whole session.

The video is from a very chaotic first playtest with my friends. It's just a few fun physics-based mechanics stitched together to test the engine in a real-world scenario, not a real game.

u/filipkrw — 3 hours ago

This is all you need to build an animation system

My engine is similar in concept to the Build Engine, but reimagined in a modern way with updated systems and physics.

I’ve been developing the Health Engine for over 3 years, and it has come a long way. It’s inspired by classic games like DOOM and Blood, but powered by modern physics and custom systems.

The engine focuses on lightweight performance, sprite-based interaction, and flexible gameplay systems that allow fast prototyping and experimentation.

The engine will be released very soon. If you’re interested or want to follow the progress, feel free to message me.

u/Health_engine — 10 hours ago
🔥 Hot ▲ 84 r/gameenginedevs+3 crossposts

Sunlight Reception on Mesh Materials

I’ve been developing the Health Engine for over 3 years, and it has come a long way. It’s inspired by classic games like DOOM and Blood, but powered by modern physics. The engine will be released very soon. If you’re interested, feel free to message me.

u/Health_engine — 17 hours ago

My Game Engine is just another OS Shell the player can equip in game

A custom engine made for my Cyberpunk Roguelike game (Very early days!)

Stack

  • C# WASM backend
  • React Frontend (WebGL for world render)
  • Tauri Host for Native Builds
  • Yarn for dialogue system

Notable Aspects

  • Copy on Write for fast and deterministic Undo / Redo / Recording / Playback / Simulation Forks
  • User based permissions. A user with admin permissions can freely move through the world and possess characters and modify entities
  • Operating System Shells. Multiple views which change how entities see / interact with the world. A medical OS will focus heavily on organic health. A scavenger OS will focus on monetary value

The Game Engine itself is just another in game Operating System that exposes tools.

u/Former_Produce1721 — 4 hours ago

Linear Algebra Visualiser

Hello!

I'm curious, does anyone know of a tool/app that can help you visualise linear transformations, almost like 3blue1brown's video on linear transformations.

For example, being able to enter a series of vertices/points, see them on a 2D/3D coordinate system and see what happens to them when you do various transformations as well as what's happening on the math side.

Thanks!

reddit.com
u/Sockerjam — 4 hours ago

Currently Building the first Version of my game engine "Apex Core"

I am currently building a game engine for my recent project which is a professional sim racing game and i am wondering if it is worth it, I am currently setting development time line for this to alpha versions of the game at 2 years.

Do you think it is worth it at all?

reddit.com
u/unsure101__ — 1 day ago

I’making a fantasy engine

I’m working since several month on a small engine called Usagi.

It’s inspired by fantasy console but it’s not a fantasy console. You have a similar workflow (indexed color, virtual memory, cart system etc.) but without too many limitations. It’s aimed to thoses who like me looove fantasy console but would like to release theirs games on steam with modern mandatory feature (16:9 support, cloud save, achievements etc.)

The stack is SDL3/C++/Lua, with a big focus on encapsulation to facilitate console port. I’m still not sure if I want to keep Lua of not…

I already produced a small game with it, and I’m now working on the editor (that is made with the engine).

The next big step once the editor is in a minimal state is to open source it and setup a proper build and distribution system. Never done that so it’s learning time !

u/Monetai — 1 day ago

Pony Engine 0.1

Hi, everyone!

I follow this sub-reddit for a long time and I'm glad to say that my game engine has reached v0.1.

It's Pony Engine. It's made on C++23. The engine is almost entirely written with C++ modules, including std module usage. The render is made on mesh shaders. The main philosophy of the engine is modularity. It consists of many different modules, a game developer decides what modules to use, can easily add their own and even replace the engine modules.

For now, the engine doesn't support a lot out of box. It supports only Windows, D3D12, MSVC, keyboard-mouse raw input and XInput.

Here's a video that demonstrates a simple scene with a green box in the black space.

I'll be glad for any feedback!

github.com
u/ZorPastaman — 15 hours ago
🔥 Hot ▲ 192 r/gameenginedevs+1 crossposts

[OC] Using surfaces and polygons to recreate water

Hi everyone,

in my previous post I've covered general setup and pipeline when using surfaces, sprites and polygons to recreate paper behavior. Since False Echo game is set aboard a submarine another important thing to do was to create water itself.

The approach is somewhat similar to my previous post, the main difference being the number of stripes, behavior of selected vertex points and ideation and realization of that idea. I will talk in general terms, since most probably you will have similar but not the same issue to resolve. Hopefully this will help you and give you ideas how to maximize Game Maker Studio potential.

Goal

To put it simple I wanted to have sky, water surface, to see submarine submerge and surface. And that's it. I didn't want to use shader (even though that is a viable and very good option). Instead, encouraged by the paper folding progression, I've opted out for the surfaces/polygons.

Vertex that thing

So the first thing for me was to create a polygon object, draw sprites onto it and then to visualize the points:

Sky and water, all together

In the beginning I've made one major and big polygon object with several rows and quite a few columns. That worked up to a point. The biggest issue was movement of those points, presenting semi transparent part/layering.

Probably the coolest side-effect of this was the fact that I could use certain polygon part and draw it on another, flipped, semi-transparent, to create reflection:

Liquified submarine

Multilayering

To achieve fake water depth, not just vertical but spatial on a forward axis I've added additional layers behind. At first I thought they are gonna stay like that, static.

https://preview.redd.it/9i7v2dhq8dwg1.png?width=1276&format=png&auto=webp&s=072869b47bdbea5b23927446a760d2f21472d3ee

Now I was able to move only certain vertices, to adjust their Y position amplitude and pan around X pos. What also proved to be cool was spreading one row on X axis, to fake that depth:

https://preview.redd.it/avsso5qy8dwg1.png?width=1277&format=png&auto=webp&s=7a351e22207159af424b394b86553b4033510ed0

You get practically a horizon fading in the distance that way.

Debug the points

At any given moment be ready to draw red, green, blue (whichever color you prefer) dots to assist you in proper positioning. Since my submarine is cut in half (you see part sticking above the water and part under the water) I had to cut that internal wave that represents the real border between depth and surface. In this image you can see that purple points are not following the white stroked circles. It means that my formula for waves was not coherent for upper and lower submarine object. It was easily resolved by having one object as a global calculator and variable holder from which both parts inherit the values:

https://preview.redd.it/upntg2i99dwg1.png?width=1171&format=png&auto=webp&s=3729ce005daebffb0f7b75ace79b82e69f4beec6

Semi-transparency

Once both top and bottom submarine had the same "cut" which behaved in the same fashion I was able to make the top water layer semi transparent. It meant that I could multi-layer (sandwich) parts more or less easily

https://preview.redd.it/3azraxzx9dwg1.png?width=1285&format=png&auto=webp&s=eb653f1582bfd4e63778bb3da8e80f5043a44328

In the end I could get:

  1. object that renders the sky

  2. object that renders the water

  3. object that renders the submarine

  4. object that collects all of that and renders this complex system into a single surface which could be moved, shrunk, cut, modified

https://i.redd.it/p1kikzbbadwg1.gif

Hope that this would give you some ideas how to maximize the potential of Surfaces and Polygons. I believe you can use this for rivers, flags, curtains, canvas, capes, sky...

The only thing you need to really worry about is how to properly set the surfaces themselves. You need to clean them so they don't leak especially when switching the rooms or destroying/recreating objects.

Images available in a gallery:

https://imgur.com/gallery/water-polygons-VvApen6#opwzPjT

u/AleksejFonGrozni — 3 days ago
▲ 18 r/gameenginedevs+1 crossposts

Overhauled the skybox system in my custom game engine

Hey all!

As per my last post, I decided to totally revamp my skybox system using entities on a gradient background for my skybox. The purpose of this was to provide a much more dynamic system that allows for simple animations through editing the transforms or uvs of the entities.

I'm very happy with how the editor turned out and have created a small cyberpunk-esque skybox to showcase the system. If anyone wants to try the editor out for themselves, it's available on my itch page.

Additionally, I've started a youtube channel for more frequent updates and devlogs. Is there anything you'd be particularly interested in me showcasing regarding my engine?

All feedback is much appreciated!

u/Zestyclose_End3101 — 1 day ago

What are good libraries for displaying font?

Hi!

I started working on a game engine some time ago and things are going great. I met however a showstopper that was kind of a surprise for me. Displaying text on screen is much harder than I expected it to be.

I wanted to ask for library recommendations for font handling, that are written in C? FYI I use SDL3 for window and input and draw everything using pure OpenGL.

Thanks!

reddit.com
u/MrTrusiek — 4 days ago

Questions about maps

I'm currently working on basic graphics atm, so not too preoccupied just yet, but there is overall almost no guides as to making a map editor or map format. I'm not too bothered by this, but I had a couple of questions. I understand it's a super case by case thing.

Map format:

- My idea for my map format was simply an archive containing regular obj file, and maybe another one for a simplified collision mesh as well as another file called something like "states.txt" with some extra stuff such as my BSP tree, positions of enemies and other intractable objects, player viewport, health, position, ammo etc. Is this a good approach? I would model a terrain in my map editor add other meshes of like houses and stuff, then export it. During the exporting process, it would partition the whole thing into a BSP tree and the result would be the file I mentioned before. Save files would simply be copies of the original map with changes made to that extra file

Map editor:

- I'm leaning towards mesh based rather than brush based simply because I have more much more experience in Blender than Hammer and Quake like editors. Someone suggested looking at Blender source code which I really liked. I would implement really basic blender features as well as some stuff for adding entities and the sort and a menu to configure them.

Is this a good approach to take?

reddit.com
u/Circle418 — 3 days ago
▲ 35 r/gameenginedevs+1 crossposts

GPU particle system.

I added a GPU-accelerated pipeline to the particle system.

The video is a test where about 1,275 CPU particles and 1,275 GPU particles are spawned continuously at the same time.

At the moment of particle launch, the particle data to be emitted is generated on the CPU and sent to the GPU’s particle launch buffer. The launch buffer then appends its particles to the particle update buffer. From that point on, particle updates and destruction are handled entirely on the GPU via compute shaders. Currently, the particle buffer is set to 300,000 particles and the launch buffer to 50,000. This particle buffer set uses about 37 MB of video memory. I’ll need to fine-tune the buffer sizes later, but this is roughly how it looks for now. Since it was written based on DirectX 11, mesh shaders were not used.

Of course, there are drawbacks. Alpha sorting is one issue. In particular, CPU particles support features similar to animation tracks—such as UV, alpha, color, and refraction tracks—that are updated over time. However, I excluded all of these track features for GPU particles. (It’s possible to implement them, but the memory overhead would be too large to justify.)

As a result, particles with strong artistic direction are handled as CPU particles, while particles that rely on sheer quantity are handled as GPU particles.

This text was translated using ChatGPT.

u/maximoriginalcoffee — 4 days ago
▲ 37 r/gameenginedevs+3 crossposts

My renderer now supports gltf 2.0 models with animations and ability to create stylized characters [webgpu]

Bringing animations to my library was extremely big challenge,I have lost two nights sleep over this and feel almost like death,About the video demo

1.I pull character from mixamo

2.I Render in batches for controlling part of the models

3.I Render first the rest half of the body with pbr shader (cook Torrance based)

4.I then Render the Hair with the custom emissive shader,since halation Scattering effects demands emissive properties to make them glow outwards

4.I link this color to the UI via a typed array which get writes to buffer per frame along with animation data to animate specific objects at will in different shading

5.I finally run this via main screen pass that runs post processing effect of halation light Scattering effects and we get this awesome Render

My rendering library is almost done,I might need to do 2-3 demos first ,get my rusty blender skills working again to create some assets and animations now,Also thinking of trying to do those stylized characters that I see in pinterest, Now that I figured out how to control objects and apply shading on specific objects which is useful,although a lot of work to make nice scenes and characters, but atleast I don't need to spend lot of time in coding side of things since almost all blocks are in place to make amazing games Over webgpu with my rendering library

u/Educational_Monk_396 — 4 days ago

Should i Try Building a 2D engine before moving to 3D? (OpenGL)

hello,im Pretty new to Game engine Development and Programming in General and im Currently Learning OpenGL with learnOpenGL .com but ive realized that im basically just doing a Tutorial Marathon without actually building Anything

i also dont know how game engines really work since i never used one and all i know is that they are a framework for making Games,ive recently had the Idea of making a 2D engine for now before learning 3D

does making a 2D game engine require knowledge about 3D OpenGL stuff?or is my Current knowlege of being able to Import Textures and draw 2D shapes enough?

also Please give me a roaddmap for Features. like what Features should i have and Build since im Clueless

reddit.com
u/Zestyclose-Window358 — 4 days ago

From OpenGL to Vulkan

So I want to change the engine from OpenGL to Vulkan, I think I need the experience of other people who have used Vulkan, so what is your experience using Vulkan for the engine?

I want to use VkBootstrap bcs it easier.

reddit.com
u/Plane_Unit9357 — 4 days ago

I might have taken this a bit too far (C++/OpenGL/GLSL)

It might be a case of less is more now with this side project.

youtu.be
u/bensanm — 2 hours ago

How are people creating game engines in only a few days?

I feel dumb that it took me a few days recently on learning how samplers work inside of GPU hardware, and in that same time span, people are creating like Vulkan pbr path traced micro polygon renderers after learning c++ the week prior?

reddit.com
u/gabenyolo — 5 days ago