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Posts tagged #GameEngineDev

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Yippee, bullet traces implemented in Revolver Engine!

#indiegamedev #gameenginedev #revolverengine

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Bitty Engine v1.7 is now live. With a new DocumentViewer module for viewing markdown (.md) documents, copying code snippets from context menu of assets, and other improvements.
#BittyEngine #GameEngine #gamedev #indiedev #GameEngineDev

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Improving my motion retargeter. Now it correctly handles neck/forefoot rotation and limb orientation. Also places retargeted limbs more accurately now, so way fewer temporal glitches. If only the feet remain grounded... #IndieGameDev #GameAnimation #3danimations #gameenginedev #gamedev #indiedev

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Testing my auto control rig retargeting setup with a much more demanding dancing motion from Geno Motorica. I think it's holding up pretty well. Time to move on to the next goal: train an autoencoder for poses. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev #indiedev

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Finally! The retargeting setup based on my control rig auto generator is now working. Source motion from geno_laforge_ZeroEGGS. Next goal: solve sliding and ground penetration somehow. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev

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Spent way more time than I'd like to admit implementing this biped skeleton detector and automatic control rig generator. But now that it's working I feel glad. Next: animation retargeting in control rig space. #IndieGameDev #GameAnimation #gamedev #3danimations #gameenginedev

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I suppose this was my main thing of 2025: I started work on not my first, nor my second, but my third and so far best attempt at a game engine. Physics, player character, completely scriptable. C++ and DX12. Jolt physics.
#gamedev #gameenginedev

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guys help people don't understand my transpile -> Rust architecture for my game engine. I kind of understand the C# attributes guy to an extent (but it was trivial to map that to Rust so idk why he's talking about like adding real reflection in C# libs)

#indiedev #gamedev #gameengine #gameenginedev

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I'm developing Perro, a free, open source game engine that can transpile C# to Rust for native performance
#gamedev #gameengine #gameenginedev #rustgamedev #rust

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Surface dragging
#gamedev (or #gameengine dev? #gameenginedev?)

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Writing a Game Engine is a stupid idea - lets do it! People say that writing a game engine is one of the most difficult tasks one can do - and people are absolutely right. So why do I want to write a game engine?

wrote a little blog post about what I have done the past few days :3

lunarakai.de/blog/2025/08...

#blog #rust #gamedev #gameengine #gameenginedev

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Tldr: its a tile + tilemap editor for drafting small games. Its's supposed to be small enough for you to get a concept out in a programmable format.

I need to do a serious refactor to get this all working properly tbh, but i hope you can at least see the vision here

#gamedev #gameenginedev

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The library of Featherstone, more aesthetic than functional, because it turns out Harpies don't like reading anyways.

And also, Eternity Works' depth-aware 2D lighting engine at work! #gamedev #gameenginedev #shaders #pixelart #indiegames

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I'm wildly surprised by how difficult it is to find good resources for Rendering engine architecture, either they're books from ten to 15 years ago, or they just assume you already know what you're doing and just give you a vague idea on how to lay everything out
#gamedev #gameenginedev

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Did a small redesign of the interface of my #2D #gameengine. Its still very basic but we vibing! #gameenginedev #gamedev

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we've got basic lighting and MSAA now! :O

#opengl #gamedev #C #cprogramming #gameengine #gameenginedev

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Eternity Works! The Game Engine of the Dreamworld

ANNOUNCING: ETERNITY WORKS, or, let's build a game engine! Decided to start writing a pseudo-technical blog for my musings as I tackle this fabled beast of a custom engine.

First article here:
cloudsofeternity.com/engine/#/202...

#gamedev #gameenginedev #unity #godot

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Yep, after rebuilding to correct vertex normals, lighting seems to be more natural now, seems to be : D
#GameDev #GameEngineDev #SoloDev #CPP #Vulkan

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Different 3D modeler produce different kinds of vertex normal (ToT), sometimes it's ugly sometimes it's good, I ended up putting recreation of vertex normal on mesh configuration for loading of mesh from a file to make it look good.
#GameDev #GameEngineDev #SoloDev #CPP #Vulkan

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I find it a little bit tricky to re-create Vulkan swapchain, due to a lot to consider which part should be re-created and what's not in a fastest possible way, when surface form is Resized,Minimized,Maximized,Restored and toggle Full screen on and off. #GameDev #GameEngineDev #SoloDev #CPP #Vulkan

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all workflows GitHub Actions page for the nCine

all workflows GitHub Actions page for the nCine

The nCine continuous integration is back to all green! ✅
#gamedev #gameenginedev #GitHub #Opensource #FOSS

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I finally got the #vulkan renderer for #Fugl back in working order. Performance is less than half of that of the OpenGL version, though I expected that on the first port. Definitely expecting to find some stalls on my own, but would also love to hear some advice #gameenginedev

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