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Anonymous /v/717260774#717263332
8/4/2025, 4:16:26 PM
>>717262625
To elaborate more on the Custom Engine Dev:
There's a large misunderstanding that making your own engine is inherently a monumental task, this can be the case if you're trying to roll everything yourself and have high requirements like hyper-efficient voxel physics and raytracing, but really, you could just pick a game development 'framework'(they're more like libraries since you call them) such as Love2D(Balatro), PyGame, and LibGDX(Songs of Styx) that provide window drawing, simple graphics pipelines, surfaces, input handling, and audio playback. Even Factorio, regarded by many as hyper efficient, was initially written off of Allegro before they out grew it.
And this is the big Oops most game devs make IMO, they don't realize that they can start WAY farther back and build up tooling and experience over time. The first game you make with a custom engine can be super small and have loads of bespoke functionality, but the second game you make can build on top of that code base, and then maybe you write parts of your engine in C and call it via bindings, then you realize that a graphics pipeline can be more easily swapped out so you add 3D, and then you start to look into networking and find that SteamWorks APIs aren't that hard to grok, and so on.

I think that especially as indie devs who used Unity and Godot grow older, we'll see a lot more games made custom engines on top of frameworks with custom functionality.