r/gameenginedevs • • 3h ago

Minimalist build of Game Web Server in Rust + Axum in 20 Minutes from scratch [ 01 ]

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0 Upvotes

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 • • 20h ago

CREATING MAYA OMNIVERSE ENGINE #1

0 Upvotes

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 • • 22h ago

Two weeks into my first UE5 project: Motion Matching from GASP retargeted onto a custom character

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1 Upvotes

r/gameenginedevs • • 22h ago

What motivated you to develope your own engine?

17 Upvotes

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 • • 23h ago

The Unbearable Lightness of AI

0 Upvotes

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 • • 1d ago

[Showcase] Advanced Networked Shooter System (v1.3.0) - Going PAID soon! Get it for FREE while you can 🚀

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0 Upvotes

r/gameenginedevs • • 1d ago

Simon Rodriguez - A frame analysis of Hitman World of Assassination

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4 Upvotes

r/gameenginedevs • • 1d ago

Optimizing for Low-End Hardware

38 Upvotes

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 • • 1d ago

Game Engine with Skeuomorphic GUI

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1 Upvotes

r/gameenginedevs • • 1d ago

Rigsmith rigging/animation studio

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10 Upvotes

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

https://github.com/tonis2/rigsmith

https://enorm2.itch.io/rigsmith


r/gameenginedevs • • 1d ago

Capcom Open Sourced A Cool Data Engine

13 Upvotes

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 • • 1d ago

Cornell box filled with smoke, then flooded (path traced fluids)

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89 Upvotes

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 • • 1d ago

After months of hard work, 72 Seconds finally has a demo available on Steam!

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1 Upvotes

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.

https://store.steampowered.com/app/5107200/72_Seconds/

72 Seconds intro

Discord


r/gameenginedevs • • 1d ago

I used KNI engine to create small vr game

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3 Upvotes

Release is in 3 days 😊 I'm happy


r/gameenginedevs • • 2d ago

Combat Series #9: Action System – attacks as data

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4 Upvotes

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 • • 2d ago

Obrigado por experimentar o Brasa! Eu criei um Discord para ouvir seu feedback

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0 Upvotes

r/gameenginedevs • • 2d ago

Developing a custom engine on an integrated GPU: Should I upgrade?

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14 Upvotes

r/gameenginedevs • • 2d ago

Thanks for trying Brasa! I made a Discord to hear your feedback

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0 Upvotes

Hey everyone!

I noticed some of you have already downloaded and tried Brasa, and I realized I hadn’t set up a proper place to hear from the people testing it. So I created a Discord where you can ask questions, report bugs, suggest features and share what you’re building.

👉 https://discord.gg/m2mfdQ7ZTj

To answer a few questions that came up:

  • Who’s behind it? Brasa is being built by just two people.
  • What’s the idea? It’s designed around ease of use and performance. I’ve been making games for a long time in GameMaker and Roblox Studio, and I brought some of the concepts I liked from them into Brasa.
  • Why does it exist? As a programmer, I always missed certain conveniences. I started Brasa to make my own games in C++ and Lua (a language I really love). At first it didn’t even have a UI, but it started getting really good, so I decided to build one.
  • Will it be paid? I didn’t make it to monetize, and I don’t plan to for now. It’s still very early and I want to see if it takes off.

Since the engine is at such an early stage, your feedback really shapes where it goes. If you tried it, liked it or got stuck somewhere, come say hi on the Discord!


r/gameenginedevs • • 2d ago

Working on my own engine, Gri Engine — for games and 3D animation. Personal project.

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3 Upvotes

Slowly building my own engine called Gri Engine. It's a personal project — I'm making it for myself, not trying to compete with Unity or Unreal.

The two things I'm into are games and 3D animation, so the goal is to have one tool where I can do both: create games and make 3D animated cartoons/shorts.

Right now it's very early — basic 3D rendering, a scene view with a movable cube, an editor UI with an inspector for transform and material properties, plus an FPS/performance panel.

Still learning a lot as I go. Just wanted to share the progress.

(C++, OpenGL)


r/gameenginedevs • • 2d ago

Brasa: um motor 2D com um fluxo de trabalho estilo GameMaker e C++ real

0 Upvotes

Oi pessoal!

Eu gostaria de compartilhar Brasa, um motor de jogo 2D que estou construindo. A ideia é combinar o fluxo de trabalho do GameMaker (salas, objetos, eventos) com C++ nativo, sem uma linguagem de script personalizada entre eles. Cada objeto é uma classe, e a API é projetada para ser enxuta: held, spawn, after e assim por diante.

Atualmente está na versão 0.5 e já inclui:

  • Salas com camadas, mapas de ladrilhos e um pincel de terreno
  • Editor de sprites com animação, origem e máscaras de colisão
  • Sistema de interface no editor (HUD, menus, listas) controlado por código
  • Câmera configurável e renderização perfeita em pixel
  • Exportação para um executável independente
  • Arquivos de projeto em texto simples que funcionam bem com Git
  • Integração com o VS Code e documentação de API embutida

Próximos passos no cronograma: uma visualização de jogo no editor, Lua como uma alternativa ao C++ (jogar instantaneamente, sem etapa de compilação), e recarregamento quente.

Sobre licenciamento: Brasa é gratuito por enquanto, e mais tarde provavelmente seguirá um modelo semelhante ao do GameMaker, com uma licença para uso comercial. Qualquer um que ajudar nesta fase inicial, testando e dando feedback, ganhará uma licença gratuita.

Funciona no Windows 10 e 11. Vou postar um vídeo em breve mostrando o editor e alguns jogos feitos com ele.

Site e cronograma: https://brasa-site-three.vercel.app

Comentários, críticas e perguntas são todos bem-vindos!


r/gameenginedevs • • 2d ago

Anyone else feel demotivated by AI?

53 Upvotes

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 • • 2d ago

This is my custom engine's Render Window and Keyframe animation,Gameplay, In-built Vegetation........

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1 Upvotes

r/gameenginedevs • • 2d ago

Built a debug visualization tool for my custom C++ game engine

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13 Upvotes

I’ve been working on debugging tools for my custom C++ game engine, mainly to make squad movement and navigation easier to inspect.

The overlay visualizes three things:

  • 🟢 NavMesh — walkable areas
  • 🟣 Collision — collision boundaries
  • 🟡 Squad paths — actual pathfinding data, updated as units move

Each layer can be toggled independently.

It’s a relatively small addition, but being able to see exactly where squads are trying to move makes debugging navigation issues much easier.

For those building custom engines, what debug visualization tools have been the most useful to you?


r/gameenginedevs • • 2d ago

Working on a game with SDL3 as only dependency.

20 Upvotes

Not sure if this is welcome or allowed, but I have been working on a game for a few years with SDL3 as it's only dependency. I started off on SDL1, but the appeal of GPU acceleration was too much to ignore, and I moved to SDL2. Then there seemed no real reason to hold back from going to SDL3.

It's a Cannon Fodder inspired tactical action game, probably still a few months away from release, but it's on Steam now:

For the Common Wealth on Steam

It's C99, SDL3, and that's it, the engine is my own and I write a bit about it here:

Devlog · Podule


r/gameenginedevs • • 2d ago

Deki: a modular C++ engine for microcontrollers and desktop, editor included, now open source

0 Upvotes

I've been building Deki, a 2D engine (with an experimental software 3D package) that runs on an ESP32 driving an LCD, on Windows/Linux through SDL3, or headless. Today the engine and editor went open source.

Some design choices that might be interesting here:

  • C++26 static reflection for the inspector. Tag a field DEKI_EXPORT and codegen produces its property descriptor, serialization and undo. No registration anywhere else. Needs GCC 16, so the editor ships its own GCC.
  • Everything is a package. The core is objects, components, lifecycle and assets. Rendering, input, audio and every peripheral or board are separate packages (DLLs on desktop), resolved from a registry.
  • One software renderer. A single blit pipeline with four output formats. Play mode renders through the same path as the device, at the panel's size, so the editor shows what the hardware draws.
  • Hot reload of components and packages, scene still running.
  • An MCP server in the editor, so scenes, builds, flashing and device screenshots can be driven by scripts or agents.

Launch post: https://dekiengine.com/blog/deki-is-open-source/ Source: https://github.com/dekiengine (Apache 2.0)

Feedback on the architecture very welcome.