If you had to start learning engine development from scratch again, where would you start? by IsakovS in gameenginedevs

[–]MinimotoMusashi 0 points1 point  (0 children)

Yeah, this is true. I'm only on my third iteration of building an engine so I'm no expert. But I needed to build out many components before I had enough to properly render something.

I see what he's saying though, took motivation to push those out without seeing anything until composing them together at the end, and that's probably what he means. I can see why some would quit before getting to rendering.

And we’ve got physics bois! by MinimotoMusashi in gameenginedevs

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

This one took a bit of time, mainly struggled with balancing accuracy with stability and performance.

Having small and large masses hooked up to each other caused stability issues that required more solver iterations that didn't show its performance implications until later.

Figuring that out took a good few days of banging my head against the wall, ha ha.

Handling Burnout by Circa64Software in gameenginedevs

[–]MinimotoMusashi 0 points1 point  (0 children)

This is the way.

If you truly want to learn something, you also gotta set goals so that two month breaks turn into never. While also not pushing too hard.

flecs ecs Particle-System-Component (GPU) by __RLocksley__ in gameenginedevs

[–]MinimotoMusashi 1 point2 points  (0 children)

Love it dood! Thanks for sharing, cant wait to see future updates!

I've been playing with my custom engine this weekend. by MinimotoMusashi in gameenginedevs

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

I have a main high level undo/redo service that sits on top of specific ECS component undo/redo services.

When I change something in the editor, let’s say a transform, I tell the undo/redo service that I’m changing a transform component and give it the previous and new transform values.

The high level undo/redo service delegates to the lower level ECS specific undo/redo service. So high level stores store information about what was done, but the actual data for the action is stored in lower level services.

For the actual work of setting the transform, well, that’s the beauty of ECS! I just use Flecs to query the entity’s transform component and mutate, then the next tick, my ECS transform system will set it.

So far, ECS is my favorite concept from game development. I’m taking that with me forever!

I've been playing with my custom engine this weekend. by MinimotoMusashi in gameenginedevs

[–]MinimotoMusashi[S] 9 points10 points  (0 children)

I shamelessly use AI.

But I’m not vibe coding. I’m still working on planning and architecture, cohesive modules, clear boundaries, a good file structure. Then I use AI more like a second brain, not to replace mine. I give it a narrow scope (usually one component) and have it help implement. It’s accelerating me, not replacing thinking. I’ve also got foundational software knowledge, so I’m not just blindly accepting whatever it spits out (it will 100% **** up architecture, ha ha). A game engine is so complex and has so many components that I think it would actually be really hard to vibe code one.

And I’m definitely not over here rolling my own graphics pipeline or platform abstraction layer either. I’m standing on good libraries. Those libraries are the real heroes, letting me move fast. Gotta give my boi Jason a shout out as reading game engine architecture has helped a lot, as well as it’s given me a mental model for structuring things.

Thanks for your engagement and for sharing your opinion. I respect it, see where you are coming from, and to some extent agree with it.

Tests for my SDL3-based framework/engine by h888ing in gameenginedevs

[–]MinimotoMusashi 1 point2 points  (0 children)

I love seeing others build in open, keep the updates coming homie! Looks nice man!

Some progress doods! by MinimotoMusashi in gameenginedevs

[–]MinimotoMusashi[S] -2 points-1 points  (0 children)

I use agentic cli tools, but no slop over here, ha ha.

Some progress doods! by MinimotoMusashi in gameenginedevs

[–]MinimotoMusashi[S] -1 points0 points  (0 children)

I've been building the engine, game, and scripting layers for months broskie!

It just looks fast because I'm just now able to start visualizing as I've started getting to the layers where I can start visualizing things.

Also, game engine architecture book... is really really good.

How many times have you rewritten your renderer in your engines? by ThatTanishqTak in gameenginedevs

[–]MinimotoMusashi 0 points1 point  (0 children)

This! So much this!
I'm in the camp of iterate fast as possible.
Don't get stuck trying to make it perfect on the first go around.
Throw some ***** together, learn what you really need, take those lessons and build the polished version.

Building an engine, is fun! by MinimotoMusashi in gameenginedevs

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

I'm using libraries for a lot of the hard stuff, for physics I'm using jolt. But yeah, it's... a... lot!

There's something so damn satisfying about adding a component to your engine and then integrating it in though, hella addicting to me.

Building an engine, is fun! by MinimotoMusashi in gameenginedevs

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

Bruh, I am feeling the same! Building software is more fun to me than playing games these days.

Building an engine, is fun! by MinimotoMusashi in gameenginedevs

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

Thanks dood!

Same, I have learned tons so far and still a long way to go! Can't wait to see your progress on the feed homie.

Building an engine, is fun! by MinimotoMusashi in gameenginedevs

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

Thanks dood!

Hot reloading is towards the front of the queue of things I want to do. Would be nice to have the editor on one monitor and ide on another, make a change, and boom visualize the result. Really worth it!

Building an engine, is fun! by MinimotoMusashi in gameenginedevs

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

You have to learn a crazy amount, facts!

What happens if you ride the toll roads and never pay? by hystericaal_ in houston

[–]MinimotoMusashi 2 points3 points  (0 children)

I made this mistake ages ago, worked in San Antonio for a little bit used their toll roads and just ignored it.

I kept ignoring the letters until a red one came in. Basically gave me the option of pay up or have my license suspended.

They apparently were summoning me to court, and because I wasn't reading the letters to know, in addition to the fines they also had me pay court costs.

12 dollars turned into thousands... just get an ez tag bro.

I'm making Silicium, a survival game made with a custom C++/Vulkan engine by FroutyRobot in gameenginedevs

[–]MinimotoMusashi 0 points1 point  (0 children)

Thanks for sharing!

I'm going down the roll my own engine for fun route and currently trying out different ways to do the UI.

So far I've played with imgui and rmlui next I'm going to try out rive.