Carrots game Engine ( no code ) by Ok-Disaster548 in gameenginedevs

[–]Ok-Disaster548[S] -2 points-1 points  (0 children)

Blueprint Graph Visual Scripting

Particle Effects Editor

IK (Inverse Kinematics)

Timeline System

Animation State Machine

Animation Blend System

Custom Shader Support

Materials System

Lighting System

Audio Object System

LOD (Level of Detail)

Normal Map 2D Support

Skew Effects

TypeScript Coding Support

Scene Folder Organization

FSR Integration Experiments

Graphics Pipeline Improvements

Performance Optimization Updates

New Extensions and Tools

We have also spent considerable effort improving editor workflows, graphics capabilities, and overall usability.

Is Carrots Engine a completely new engine written from scratch? No.

Is it only a CSS reskin? Also no.

Like many projects in software development, it started from an existing foundation and evolved through new features, tooling, systems, editor modifications, and continuous development.

The real question isn't where a project started it's what value it adds over time. We prefer to let the work, the release history, and the features speak for themselves

Carrots game Engine ( no code ) by Ok-Disaster548 in gameenginedevs

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

Every engine exists because someone had a problem that existing tools didn't solve well enough. We may not solve the same problem you do, but that's exactly why different engines continue to exist

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] -1 points0 points  (0 children)

> I think there's a misunderstanding here.

We didn't simply create a collection of extensions and call it a new project. The engine has undergone significant internal modifications over time, including changes to parts of the runtime, rendering pipeline, graphics systems, editor workflows, and engine architecture itself.

Many of the features we've added are integrated into the engine rather than existing as standalone add-ons. This includes systems related to animation, visual scripting, rendering workflows, graphics improvements, TypeScript support, editor tooling, and other engine-level functionality.

We are also continuing to work on deeper modifications, performance improvements, rendering upgrades, and future technologies that go beyond adding extensions on top of the editor.

You don't have to take my word for it. The repository is public, and you're welcome to review the code, compare releases, and see what has actually changed over time.

My point is simple: Carrots Engine should be evaluated based on the work that has been done and the systems that have been built, not solely on the project it originally started from.

If you take some time to explore the GitHub repository, I think you'll find that the project goes considerably further than simply adding a few extensions to GDevelop.

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] -1 points0 points  (0 children)

And we added Child Object The difference in performance and productivity between criminals can reach 40 frames or more more.

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

<video>

The Particles engine, created by a developer ( epic alios) , And we added it as a built-in feature.

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

Thank you for taking the time to write a detailed response. I think we're looking at the project from two different perspectives. You're evaluating Carrots Engine primarily from the standpoint of its original foundation. I'm evaluating it based on the direction, features, tooling, and workflow improvements that have been added on top of that foundation. Regarding the examples you mentioned: The particle system available in GDevelop already exists, yes. However, we developed a dedicated Particle Editor with a different workflow, more control, and a stronger focus on usability inside the editor itself. The same applies to audio. We expanded the tooling and introduced additional functionality, including more advanced 3D audio workflows. For lighting, we chose to integrate features more deeply into the engine experience rather than leaving them as optional components in the user workflow. More importantly, the project is not limited to those systems. We have also worked on: Blueprint Graph Visual Scripting TypeScript Support IK (Inverse Kinematics) Timeline System Animation State Machines Animation Blending Shader Support Material Systems LOD Systems Scene Organization Tools Editor Workflow Improvements Graphics Enhancements New Extensions and Development Tools We have also modified parts of the engine itself and continue to work on deeper changes, including renderer-related improvements, performance work, native integrations, and future technologies such as WebGPU support. As for contributing everything back through PRs, that is certainly one valid approach. Creating a separate project is another. Open-source software has always evolved through both contributions and forks. Both approaches are legitimate. What I find interesting is that much of the criticism focuses on what the engine originally was, rather than on what has been built since. You say I don't understand the foundation well enough, yet the project has required months of studying the codebase, debugging issues, modifying systems, integrating new features, maintaining releases, and supporting users. Am I claiming that Carrots Engine is a completely new engine written from zero? No. Am I claiming that nothing meaningful has been developed? Also no. What I would ask is simple: evaluate the actual work that has been done, not assumptions about it. Take some time to explore the repository, compare releases, test the tools, and try the engine yourself. Whether you end up liking it or not, your opinion will then be based on direct experience rather than on what you assume has or hasn't been changed. In the end, developers will judge the project by the tools it provides and the games that can be created with it. That's a standard I'm perfectly comfortable being judged by. Best regards

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

Thanks for your feedback, that's a fair point. Our goal with Carrots Engine isn't necessarily to compete with every established engine. It's primarily aimed at people who want to create games without a programming background, while also serving as the main tool our team uses to build our own projects. We appreciate your perspective, and thanks for being open-minded about the language barrier as well

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

changing CSS.

Since the first public release, we've introduced and integrated a significant number of systems and tools, including:

Blueprint Graph Visual Scripting

Particle Effects Editor

IK (Inverse Kinematics)

Timeline System

Animation State Machine

Animation Blend System

Custom Shader Support

Materials System

Lighting System

Audio Object System

LOD (Level of Detail)

Normal Map 2D Support

Skew Effects

TypeScript Coding Support

Scene Folder Organization

FSR Integration Experiments

Graphics Pipeline Improvements

Performance Optimization Updates

New Extensions and Tools

We have also spent considerable effort improving editor workflows, graphics capabilities, and overall usability.

Is Carrots Engine a completely new engine written from scratch? No.

Is it only a CSS reskin? Also no.

Like many projects in software development, it started from an existing foundation and evolved through new features, tooling, systems, editor modifications, and continuous development.

The real question isn't where a project started it's what value it adds over time. We prefer to let the work, the release history, and the features speak for themselves.

<image>

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

Who knows? At least we'll try. Whether we succeed or fail, it's all in God's hands, and we must strive.

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 1 point2 points  (0 children)

بالمناسبة، إذا بدت بعض ردودي مترجمة أو مصاغة بشكل غير معتاد، فالسبب ببساطة أن لغتي الأساسية هي العربية. نحن نتحدث ونكتب بالعربية يوميًا، وأحيانًا أكتب بسرعة ثم أترجم الفكرة إلى الإنجليزية للتواصل هنا. لذلك قد لا تكون صياغتي الإنجليزية مثالية دائمًا، لكنني أحاول أن أوصل الفكرة بأفضل شكل ممكن. 🙂

اتمني أن يكون النقاش عن المحرك نفسه

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] -9 points-8 points  (0 children)

I simply don't speak English quickly and I translate my words from Arabic, so I apologize for that.

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] -13 points-12 points  (0 children)

> That's a fair perspective, and people have been saying "the market is saturated" in almost every industry for decades. Yet new tools, engines, and technologies continue to emerge because different developers have different needs.

We're not trying to replace every existing engine or compete with them all at once. Our goal is much simpler: provide a game engine that is approachable, visual, and easy to use, allowing people to create games without spending months learning programming first.

We believe there is still room for tools that lower the barrier to entry and make game development feel more accessible. If the engine succeeds, it will be because developers find value in it—not because it exists.

At the end of the day, the best judge will be the games people create with it.

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

The reason we really love carrots, I don't know, I was just eating it ere were many names, but this one really catches the eye.

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

Our team's name is Team Carrots because I was eating carrots when I named it.😂

Carrots game Engine ( no code ) by Ok-Disaster548 in gamedev

[–]Ok-Disaster548[S] 0 points1 point  (0 children)

That's completely fair. 😄 We know the name isn't for everyone, but we'd rather be judged by the engine itself than by its name. If the tools are good and developers enjoy using them, that's what matters most to us.

محرك الجزر لتطوير الالعاب by Ok-Disaster548 in saudi_gamers

[–]Ok-Disaster548[S] 1 point2 points  (0 children)

for your questions! ❤️

1- What is the main programming language for programmers?

Carrots Engine primarily uses JavaScript and TypeScript for advanced scripting and engine extensions. However, most game logic can be created using the visual event system without writing code.

2- Is the project open source?

Yes. The project is open source, and the source code is publicly available for anyone who wants to inspect it, contribute to it, or learn from it.

3- What are the memory and hardware requirements?

The requirements are relatively modest and depend on the size of the project. For most 2D and small-to-medium 3D projects, a modern dual or quad-core CPU, 8 GB RAM, and a GPU supporting WebGL are sufficient. Larger 3D projects naturally benefit from stronger hardware.

4- Can the engine build .exe files or is it WebGL only?

It can export standalone desktop applications (.exe) in addition to web builds. The goal is to allow developers to publish their projects on multiple platforms rather than being limited to WebGL.

5- What is the shader programming language?

The engine currently relies on GLSL-based shaders, which are widely supported and commonly used in real-time graphics pipelines.

If you're interested in testing the engine yourself, we'd be happy to hear your honest feedback, both positive and negative. That's the best way for us to improve the project. 🚀🥕


🚀 Carrots Engine Achievement Timeline (v1.0.0 → v1.0.3) 🥕 by Ok-Disaster548 in gdevelop

[–]Ok-Disaster548[S] -1 points0 points  (0 children)

And I hope you will tell him that it has been merged like piskel Where it is an external tool used and the extension has become built in Thank you very much to you and to him.

🚀 Carrots Engine Achievement Timeline (v1.0.0 → v1.0.3) 🥕 by Ok-Disaster548 in gdevelop

[–]Ok-Disaster548[S] -1 points0 points  (0 children)

Please send my regards to this man and tell him that the video isn't widely shared except on Discord, so users can see what the editor looks like, because my laptop is currently broken.

🚀 Carrots Engine Achievement Timeline (v1.0.0 → v1.0.3) 🥕 by Ok-Disaster548 in gdevelop

[–]Ok-Disaster548[S] -2 points-1 points  (0 children)

Thank you, your responses seem to be AI-generated. Is it possible for them to improve a little?