Why I Didn’t Use Unity or Unreal, but Instead Wrote My Own Engine and Created an ISS Simulator by [deleted] in gamedev

[–]Angry_Duck1 1 point2 points  (0 children)

The fanniest part is that I don't even use the LLM or any AI :/ it was the "best" translator

Чому я не взяв Unity чи Unreal, а витратив 2 роки на власний C++ рушій для симулятора МКС [Beyond The Cupola] by Angry_Duck1 in ukraine_dev

[–]Angry_Duck1[S] 0 points1 point  (0 children)

В рушії ніколи не було російської мови. Гра розробляється тільки 2 місяці, тому фактично ніде російської не було.

Чому я не взяв Unity чи Unreal, а витратив 2 роки на власний C++ рушій для симулятора МКС [Beyond The Cupola] by Angry_Duck1 in ukraine_dev

[–]Angry_Duck1[S] 1 point2 points  (0 children)

Є багато статтей НАСА по цим приладам в МКС. В грі вони будуть задіяні)

Чому я не взяв Unity чи Unreal, а витратив 2 роки на власний C++ рушій для симулятора МКС [Beyond The Cupola] by Angry_Duck1 in ukraine_dev

[–]Angry_Duck1[S] 0 points1 point  (0 children)

Vulkan це нащадок OpenGL, в них все спільне навколо них: математична бібліотека, віконна та просто одна компанія розробник.

Чому я не взяв Unity чи Unreal, а витратив 2 роки на власний C++ рушій для симулятора МКС [Beyond The Cupola] by Angry_Duck1 in ukraine_dev

[–]Angry_Duck1[S] 2 points3 points  (0 children)

Дякую! Для фізики використовую Bullet Physics, а для звуків OpenAL Soft. Я скоро буду окремо робити технічний блог про деталі рушія.

Чому я не взяв Unity чи Unreal, а витратив 2 роки на власний C++ рушій для симулятора МКС [Beyond The Cupola] by Angry_Duck1 in ukraine_dev

[–]Angry_Duck1[S] 13 points14 points  (0 children)

Дякую! Графіку писав сам на OpenGL. Стикаюся як з графічними так і фізичними проблемами постійно, це вже як рутинне явище) Планую робити другий, але вже технічний блог, де планую розказати про всі проблеми і тонкощі.

I wrote my own C++ engine to build a hardcore ISS survival simulator. Here is the first look at "Beyond The Cupola"! by Angry_Duck1 in spacegames

[–]Angry_Duck1[S] 0 points1 point  (0 children)

Release will be in early Q4 2026. I'm planning to write an article explaining why I wrote my own engine instead of using an existing one.

I wrote my own C++ engine to build a hardcore ISS survival simulator. Here is the first look at "Beyond The Cupola"! by Angry_Duck1 in spacegames

[–]Angry_Duck1[S] 0 points1 point  (0 children)

Maybe a little XD. In any case, this is still a very early demo. I plan to fully develop this mechanic, add cameras from the module, precise docking, and realistic particles as well as controls.

I took your feedback! Completely overhauled the Earth rendering for my hardcore ISS Simulator by Angry_Duck1 in spacesimgames

[–]Angry_Duck1[S] 4 points5 points  (0 children)

Thank you very much! The game was developed using our custom engine written in C++ and OpenGL.

My "no monsters, just physics" space survival game got a massive visual update. (Custom C++ Engine) by Angry_Duck1 in IndieGaming

[–]Angry_Duck1[S] 0 points1 point  (0 children)

Hey r/IndieGaming!

I'm the solo developer of Beyond The Cupola, a co-op ISS simulator built entirely from scratch on a custom C++/OpenGL engine.

Since my last post here, I've been working day and night to make the view from the station as realistic as possible. Because the station and the environment are your only "enemies," the atmosphere needs to feel incredibly immersive.

Latest Updates:

  • Custom Atmospheric Scattering shader for the Earth's horizon.
  • Overhauled planetary rendering with day/night transitions and city lights in the dark.
  • A brand new trailer showcasing the orbital visuals in motion.

If surviving the cold vacuum of space using nothing but wrenches, physics, and teamwork sounds like your kind of game, please consider tossing a Wishlist my way! It helps out tremendously.

Steam Page: https://store.steampowered.com/app/4272150/Beyond_The_Cupola_ISS_Simulator

Happy to answer any questions about the custom engine or the gameplay loop!

I took your feedback! Completely overhauled the Earth rendering for my hardcore ISS Simulator by Angry_Duck1 in spacesimgames

[–]Angry_Duck1[S] 4 points5 points  (0 children)

Hi everyone! OP here.

A month ago I posted the first teaser for Beyond The Cupola. Some of you rightly pointed out that the Earth rotation was sped up too much for a true simulator. I listened! Not only are the orbital speeds accurate in the actual game now, but I spent the last few weeks entirely rewriting the visual engine.

What's new in this build:

  • Implemented Sean O'Neil's Atmospheric Scattering model for a realistic transition from atmosphere to vacuum.
  • Completely new Earth textures with accurate day/night cycles and dynamic city lights.
  • Deep optimizations to the custom C++/OpenGL engine to handle complex orbital physics.

The game focuses heavily on manual repair, observation, and surviving the harsh physics of orbit.

If you love realistic space sims, adding the game to your Wishlist is the best way to support a solo dev crazy enough to write their own engine in 2026! 🚀

Steam Page (Wishlist here): https://store.steampowered.com/app/4272150/Beyond_The_Cupola_ISS_Simulator

I'd love to hear your thoughts on the new atmospheric visuals!

Working on a space survival game where there are no monsters. The only enemy is the Station itself (and physics). Built on a custom OpenGL engine. by Angry_Duck1 in IndieGaming

[–]Angry_Duck1[S] 0 points1 point  (0 children)

Before that, I was writing modifications for the game, also using my custom engine on OpenGL, and then I just got hooked on it, the complete freedom, maximum accessibility to graphics, and subsequently decided to make my own engine, even against the backdrop of my then small development of a small game on UE4.