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#opentk
umbra-draws · 1 year
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Am gamedeving UwU
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And now with extra pony ^u^
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I've been busy getting the sprite renderer to work on a little project I'm working on ^u^
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roguenetdev · 5 months
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I've now converted the majority of RLNET to use .NET 8.0 and modern OpenTK. Hurray!
Last little bit of work I gotta do is figuring out a way to get Bitmap functionality working on CPU/GPU architectures on non-windows machines...
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vivid3d-3d-engine · 7 months
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Here are some screenies of my indevelopment 3D engine and IDE. The engine and IDE both are C# using OpenTK and a native UI for the IDE.
I will post more soon, including a tech demo game called "Beyond the Crystal Gate."
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myfirstgamejam · 1 year
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hi, I can participate with a game created in opentk with the c #?
There are no restrictions on engines or languages as long as you're able to upload it to Itch!
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lottmarcussen · 2 years
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Survival Game Vintage Story Receives an Official Mod Database, Improved Wayland Support
Are you looking for a survival game that's not Valheim? Do give Vintage Story a go, which , on the surface, looks like Minecraft but it's so much more engaging and much deeper mechanically.
This is a minor update to the previous release, but there are some interesting things to look forward to. Mod Database Mod Database is one of the major enhancements. The database lets players to upload mods to download. They have said that it will eventually be integrated with the game client to "blur the line between what vanilla content is and what mod content is" (if you choose to use it).
The remainder of the update consists of minor tweaks and fixes however their support of Linux continues shining. Linux gamers should notice an improvement in Wayland support. They upgraded the version of OpenTK that they use, as well as some extra Wayland improvements that should enhance the mouse support there. the watr You can read the complete changelog here.
If you missed it, watch the trailer below to see their last major update.
The next major update with 1.15 is already looking interesting with "some amazing work to improve performance in a variety of key areas of the game" plus new music, new mobs and many more.
You can buy it from Humble Store and the official site. It's amazing. A member of the community is hosting servers for Linux enthusiasts, check it out on our forum.
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dempseylund · 2 years
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The Survival Game Vintage Story is Now an Official Mod Database, Improved Wayland Support
Are you seeking a survival game that's not Valheim? Give Vintage Story a go, which , on the surface, looks like Minecraft but is far more exciting and more mechanically.
While this is mostly an update to stability for the previous release, which was massive, some fun things have been added. One of the big additions is an official Mod Database, for players to upload and download from. They said that it will eventually be integrated with the game client to "blur line on what vanilla content is and what modified content is" (if you choose to use it).
The rest of the update is mostly minor tweaks and fixes however their support for Linux is still shining. Linux gamers should see an improvement in Wayland support. They upgraded the version of OpenTK that they use, as well as some additional Wayland fixes that should enhance the mouse support in the game. minecraft servers Check out the complete changelog here.
If you missed it, take a look at the trailer below for their last major update.
The next major update, 1.15 is already looking interesting with "some outstanding work in improving performance in a variety of key areas of the game" as well as new music, new mobs , and much more.
It is available for purchase at Humble Store or the official website. It's amazing. A community member is also hosting servers for Linux fans, check it out on our forum.
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lifythailand55 · 2 years
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firstcnthescene · 3 years
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O P E N
to; m/f/nb (m/nb for ship/smut)
“You know, if you wanted me in handcuffs, you only had to ask.”
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moohemoth · 7 years
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so I’ve been meaning to write my own game loop to use for this engine instead of OpenTK’s default one, and here it is :D
only, running at 1 update per second. the actual game will run at 60, I promise
but this just shows off the interpolation when it goes to render the game. anything that needs to be rendered keeps its previous state around, and interpolates between the previous and the current state based on how far between the current and next update the rendered frame is. so say the game updated at 0 seconds, 1 second, and then the next update is at 2 seconds. a rendered frame at 1.5 seconds would show the ball exactly half way between its previous position and its current one, and then a render at 1.9 seconds would show it super close to the current frame.
you’d always keep the update rate pretty high so the lag isn’t as noticeable, but if the game needs to render faster than that then this would keep the game state consistent while just rendering interpolated versions of it. you also need this for physics to work without exploding :p
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marsdream · 3 years
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任天堂 Switch 开源模拟器-Ryujinx
Ryujinx是一款基于 C# 编写的开源 Nintendo Switch 模拟器。遵守MIT开源协议。推荐电脑配置:PC 至少有 8GB 的​​ RAM。
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功能特色:
声音
完全支持音频输出,不支持音频输入(麦克风)。
中央处理器
CPU 模拟器 ARMeilleure 模拟 ARMv8 CPU,目前支持大多数 64 位 ARMv8 和一些 ARMv7(及更早版本)指令,包括部分 32 位支持。它将 ARM 代码转换为自定义 IR,执行一些优化,然后将其转换为 x86 代码。 根据用户的偏好,有三个内存管理器选项可用,利用基于软件(较慢)和主机映射模式(更快)。
图形处理器
GPU 模拟器使用 OpenGL API(最低版本 4.5)通过 OpenTK 的自定义构建来模拟 Switch 的 Maxwell GPU。Ryujinx 目前有四种图形增强功能可供最终用户使用:磁盘着色器缓存、分辨率缩放、纵横比调整和各向异性过滤。增强功能可以根据需要进行调整或切换。
输入
支持键盘、鼠标、触摸输入、JoyCon 输入支持以及几乎所有控制器。大多数情况下原生支持运动控制;对于双 JoyCon 运动支持,目前需要 DS4Windows 或 BetterJoy。
DLC & Modifications
Ryujinx 能够通过 GUI 管理附加内容/可下载内容。还支持 Mods(romfs、exefs 和运行时 mods,例如作弊);GUI 包含一个快捷方式,用于打开特定游戏的相应 mods 文件夹。
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模拟器具有用于启用或禁用某些日志记录、重新映射控制器等的设置。可以通过图形界面或通过Config.json在用户文件夹中找到的配置文件手动配置所有这些文件.
www.ryujinx.org
GitHub 仓库挂件 WordPress 插件
Ryujinx / Ryujinx
Experimental Nintendo Switch Emulator written in C#
https://www.ryujinx.org/
9,6191,145 Download ZIP
  任天堂 Switch 开源模拟器-Ryujinx was originally published on 开源派
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umbra-draws · 1 year
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Much has been accomplished UwU
I have finished the sprite layering system and we have sprite animations which means we can now finally have characters!(/^o^)/
The beginnings of the collision and physics system has also been added too so now we can walk into things, albeit a little jankily lol ^u^
The little guys you see running around are a sneak peek at one of the enemy types I have planned ^c^
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roguenetdev · 5 months
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Starting development on RogueNET
Or should I call it CrawlSharp? I might call just the C# portion of this CrawlSharp, since I'm gonna be writing it entirely in C#...
ANYWAY! This is my effort to ignite the Indie roguelike development scene for developers who like C# but who'd rather have something a bit lower level than Unity, Godot, (or even python haha) (ily libtcod, nothing against ya, I just do C# dev at my job and am a bit more familiar with it ;))
There's two main repos/packages for development of Roguelike Dungeon Crawlers in C#; RogueSharp and RLNET. RogueSharp has some awesome features, but it only is targeting .NET Framework, which is pretty exclusive to friends who want to play and develop these awesome games for other CPU architectures and platforms. RLNET has not seen a single major update since 2015, so it needs a li'l love. Trying to get RLNET running on .NET 8.0 does not work nicely, since OpenTK has had some pretty significant updates since 2015, too.
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suzanneshannon · 3 years
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How to install .NET Core on your Remarkable 2 e-Ink tablet with Remarkable.NET
I blogged about The quiet rise of E Ink Tablets and Infinite Paper Note Takers - reMarkable 2 vs Onyx Boox Note Air and my love for the Remarkable 2 e-Ink tablet.
Now I see that Colby Newman is working on a .NET API for the Remarkable series of tablets. As you know, Dear Reader, I will install .NET on anything and everything so this is right up my alley. The NuGet Package is Remarkable.NET and the GitHub is at https://github.com/parzivail/ReMarkable.NET
.NET Core is open source and cross platform and Remarkable.NET is build on .NET Core 3.1 which has binaries for ARM32 which sets us up nicely for use on the Remarkable tablet.
I can download the build here https://dotnet.microsoft.com/download/dotnet/3.1 
On my Remarkable I can go to Settings | Help | Copyright and Licenses to see my IP address and SSH root password.
Now I can scp and ssh [email protected] and enter the password. Note that ssh and OpenSSH is built into Windows 10 so you don't need to install putty or WinSCP but feel free if it makes you happy. Just a reminder though that Windows has OpenSSH or you can use WSL on Windows 10.
After downloading .NET Core 3.1 to my local machine I use scp to copy to /home/root then I ssh into the Remarkable Tablet. Of course, your IP will be different.
scp .\dotnet-sdk-3.1.411-linux-arm.tar.gz [email protected]:/home/root ssh [email protected]
Sweet.
Now, per their docs, from my ssh session on the Remarkable, I unzip dotnet and mark it as executable.
mkdir dotnet tar xzf dotnet-sdk-3.1.411-linux-arm.tar.gz -C ./dotnet chmod +x ./dotnet/dotnet
Fantastic. This is an amazing project. There's even an emulator that uses OpenTK to draw, so I can test locally.
The docs sample code is very idiomatic .NET. Nice stuff. For example:
// Create an image var img = new Image<Rgb24>(300, 300); // Do some image processing img.Mutate(ctx => ctx.DrawLines(Color.Black, 3, new PointF(50, 50), new PointF(250, 250))); // Draw the image to the screen OutputDevices.Display.Draw(img, img.Bounds(), Point.Empty);
and
// Exit when home button is pressed InputDevices.PhysicalButtons.Pressed += (sender, button) => { if (button == PhysicalButton.Home) CloseApp(); };
This is very easy to read.
If your are ssh'ed into your Remarkable 2, you can start|stop the main Remarkable interface with
systemctl start|stop xochitl
You may want to do this when running apps ssh'ed in. There's also a community repository of free software for the Remarkable called Toltec. It's like homebrew or winget or apt get for Remarkable. And the dotnet runtime is already in the Toltec listing, which is cool.
I'm still exploring but I'm enjoying the ride! (as always, no warranty express or implied!)
NOTE: If you mess up your remarkable messing around with Toltec or think you Bricked it (again, don't complain to me, please) you can connect it with USB and ssh [email protected] locally and once you are there, there is a great thread here on how to uninstall Toltec.
Have fun, be safe.
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     How to install .NET Core on your Remarkable 2 e-Ink tablet with Remarkable.NET published first on https://deskbysnafu.tumblr.com/
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philipholt · 3 years
Text
How to install .NET Core on your Remarkable 2 e-Ink tablet with Remarkable.NET
I blogged about The quiet rise of E Ink Tablets and Infinite Paper Note Takers - reMarkable 2 vs Onyx Boox Note Air and my love for the Remarkable 2 e-Ink tablet.
Now I see that Colby Newman is working on a .NET API for the Remarkable series of tablets. As you know, Dear Reader, I will install .NET on anything and everything so this is right up my alley. The NuGet Package is Remarkable.NET and the GitHub is at https://github.com/parzivail/ReMarkable.NET
.NET Core is open source and cross platform and Remarkable.NET is build on .NET Core 3.1 which has binaries for ARM32 which sets us up nicely for use on the Remarkable tablet.
I can download the build here https://dotnet.microsoft.com/download/dotnet/3.1 
On my Remarkable I can go to Settings | Help | Copyright and Licenses to see my IP address and SSH root password.
Now I can scp and ssh [email protected] and enter the password. Note that ssh and OpenSSH is built into Windows 10 so you don't need to install putty or WinSCP but feel free if it makes you happy. Just a reminder though that Windows has OpenSSH or you can use WSL on Windows 10.
After downloading .NET Core 3.1 to my local machine I use scp to copy to /home/root then I ssh into the Remarkable Tablet. Of course, your IP will be different.
scp .\dotnet-sdk-3.1.411-linux-arm.tar.gz [email protected]:/home/root ssh [email protected]
Sweet.
Now, per their docs, from my ssh session on the Remarkable, I unzip dotnet and mark it as executable.
mkdir dotnet tar xzf dotnet-sdk-3.1.411-linux-arm.tar.gz -C ./dotnet chmod +x ./dotnet/dotnet
Fantastic. This is an amazing project. There's even an emulator that uses OpenTK to draw, so I can test locally.
The docs sample code is very idiomatic .NET. Nice stuff. For example:
// Create an image var img = new Image<Rgb24>(300, 300); // Do some image processing img.Mutate(ctx => ctx.DrawLines(Color.Black, 3, new PointF(50, 50), new PointF(250, 250))); // Draw the image to the screen OutputDevices.Display.Draw(img, img.Bounds(), Point.Empty);
and
// Exit when home button is pressed InputDevices.PhysicalButtons.Pressed += (sender, button) => { if (button == PhysicalButton.Home) CloseApp(); };
This is very easy to read.
If your are ssh'ed into your Remarkable 2, you can start|stop the main Remarkable interface with
systemctl start|stop xochitl
You may want to do this when running apps ssh'ed in. There's also a community repository of free software for the Remarkable called Toltec. It's like homebrew or winget or apt get for Remarkable. And the dotnet runtime is already in the Toltec listing, which is cool.
I'm still exploring but I'm enjoying the ride! (as always, no warranty express or implied!)
NOTE: If you mess up your remarkable messing around with Toltec or think you Bricked it (again, don't complain to me, please) you can connect it with USB and ssh [email protected] locally and once you are there, there is a great thread here on how to uninstall Toltec.
Have fun, be safe.
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     How to install .NET Core on your Remarkable 2 e-Ink tablet with Remarkable.NET published first on http://7elementswd.tumblr.com/
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tak4hir0 · 4 years
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CUSTOM GAME ENGINES: A Small Study A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article. Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because developing a custom AAA-level engine requires lots of resources, so, I decided to list here some of the most popular custom engines with the team-sizes and notable titles released with those engines. Most of the engines listed here have been developed along the years with multiple iterations and multiple videogames, those engines have gone through several versions or even complete (or semi-complete) rewrites from scratch, with a consequent engine name change. Also, important to note, most of those engines use numerous middleware for specific functionalities (Platform, Physics, Network, Vegetation, UI, Rendering, Audio...). *NOTE: I tried to be as much accurate as possible with the information about the employees count (I checked the companies websites, Wikipedia or company LinkedIn) but take it with a grain of salt (some employees numbers could not be up to date). The BIG Companies *From left to right: Assassin's Creed Odyssey, Final Fantasy XV, Red Dead Redemption 2 Below list is for very big corporations, sometimes with complex corporate structures with several divisions (not only focused on videogames) and various studios/subsidiaries developing games. Some of them work with multiple engines, not only custom ones but also licensed ones. Company Employees Studios Engine(s) Notable Games Activision/Blizzard ~9200 ~9 custom engine(s) Call of Duty series, Overwatch, Starcraft II Electronic Arts ~9300 ~36 Frostbite 3 Star Wars Battlefront II, Anthem, Battlefield 1/V, FIFA 20, Need for Speed series Ubisoft ~16000 ~54 AnvilNext 2.0 Assassin's Creed series Disrupt engine Watch Dogs series UbiArt Framework Rayman Legends, Child of Light, Valiant Hearts Snowdrop Tom Clancy's The Division 2, The Settlers Dunia (CryEngine-based) FarCry series Silex (Anvil-based) Ghost Recon Wildlands LEAD engine Tom Clancy's Splinter Cell series Dunia-based The Crew Capcom +2800 ~15 MT Framework Monster Hunter: World RE Engine Resident Evil 7, Devil May Cry 5, RE2:Remake, RE3:Remake Konami +10000 ~30 Fox Engine Pro Evolution Soccer series, Metal Gear Solid V Square Enix +4600 ~18 Luminous Studio Final Fantasy XV Nintendo +6100 ~8 custom engine(s) Zelda: BOTW, Mario Odyssey Riot Games ~2500 ~3 custom engine League of Legends Rockstar +2000 ~9 RAGE engine GTA V, Red Dead Redemption 2 CD Projekt +1100 ~4 REDEngine 3 The Witcher 3 Epic +1000 ~11 Unreal Engine 4 Fortnite Usually those companies invest in custom engines to have full control over the technology and also avoid the revenue cut imposed by the licensed engines. Despite that fact, there are some big companies that in the latest years have chosen Unreal Engine for their productions, the most notable cases are: Capcom is using Unreal for the new Street Fighter IV/V titles. Bandai Namco latest big hits are using Unreal: Jump Force, Dragon Ball Fighter Z, Dragon Ball Z: Kakarot, Tales of Arise. Square Enix also moved to Unreal for several new titles: Dragon Quest XI, Kingdom Hearts III, Final Fantasy VII Remake It's interesting to see that those big three are Japanesse companies, I wonder if that's maybe a market trend for Japan. Also to note, the chinesse holding Tencent owns 40% of Epic Games, I bet it has some influence in the Asian market. Middle-size Studios *From left to right: Rise of the Tomb Raider, Uncharted 4, A Plague Tale Here we have the medium-small companies that decided to create their custom technology for their titles. The number of employees could be a nice reference to consider because a custom game engine is usually developed in-house (I mean, not outsourced) but note that some of those companies could have a big number of people due to in-house artist/audio teams, while other companies out-source those parts of the development. It would be really nice to know how many engineers are working on the engine division for each company, I'm sure there would be some big surprises, probably by the low number of engineers working in the engine and tools! Also interesting to know more info about the tooling included with those engines, it's really difficult to have access to that kind of information. Engines tooling is usually a hidden-secret (beside some GDC presentations or some quick showcase videos). *From left to right: Horizon Zero Dawn, God of War, Death Stranding Company Employees Engine Notable Games Creative Assembly +650 Warscape Engine Total War series Bungie ~600 Tiger Engine Destiny series Infinity Ward +500 IW 7.0 Call of Duty: Infinite Warfare Eidos-Montréal ~500 Dawn Engine (Glacier2-based) Deus Ex: Mankind Divided Paradox Interactive +400 Clausewitz Engine Imperator: Rome Bethesda ~400 Creation Engine Skyrim, Fallout 4, Fallout 76 Valve Corp. ~360 Source 2 Dota 2, Half-Life: Alyx Crystal Dynamics ~350 Foundation Engine Rise/Shadow of the Tomb Raider Avalanche Studios ~320 Apex engine Just Cause series, Renegade Ops, Mad Max, RAGE 2 Naughty Dog +300 Naughty Dog Game Engine Uncharted series, Last of Us Rebellion Developments ~300 Asura engine Alien vs. Predator series, Sniper Elite series Techland ~300 Chrome Engine 6 Dying Light Crytek ~290 CryEngine V The Climb, Hunt:Showdown From Software +280 Dark Souls engine Bloodborne, Dark Souls III, Sekiro Remedy +250 Northlight Engine Quantum Break, Control Guerrilla Games +250 Decima Killzone Shadow Fall, Until Dawn, Horizon Zero Dawn Platinum Games ~250 Platinum Engine NieR Automata, Bayonetta, Vanquish Santa Monica Studio +200 custom engine God Of War series id Software +200 idTech 6/7 Doom, Doom Eternal, Wolfenstein series Sucker Punch +200 custom engine Infamous Second Son, Ghost of Tsushima? Insomniac Games ~180 Insomniac Engine Rachet&Clank series, Marvel's Spider-Man Quantic Dreams ~180 custom engine Detroit: Become Human IO Interactive ~170 Glacier2 Hitman series Asobo Studio +140 Zouna A Plague Tale Ready At Dawn ~120 custom engine The Order: 1886, Lone Echo Mercury Steam ~110 custom engine Spacelords, Castlevania:Lords of Shadow series Monolith Productions +100 LithTech F.E.A.R. series, Condemned series, Shadow of Mordor/War 11 Bit Studios ~100 Liquid Engine Frostpunk Frozenbyte ~100 Storm3D Trine series, Shadowgrounds Kylotonn ~100 KtEngine WRC series, TT Isle of Man series, V-Rally 4 TaleWorlds Entertainment ~100 custom engine Mount & Blade II: Bannerlord Daedalic Entertainment ~90 Visionaire Studio The Whispered World, Deponia series Media Molecule ~80 Bubblebath Engine Dreams Deck13 ~70 Fledge Lords of the Fallen, The Surge, The Surge 2 Nihon Falcom ~60 Yamaneko Engine Ys VII, Ys VIII, Ys IX Croteam +40 Serious Engine The Talos Principle, Serious Sam series Some observations from this list: Rise of the Tomb Raider lists only 10 programmers working on Foundation engine in the credits, probably a good reference number to get an idea of the people working on the core engine. Kojima Productions use Decima engine, developed by Guerrilla Games, for Death Stranding, previously they used Fox Engine for Metal Gear Solid V. Media Molecule latest game/engine (Dreams) seems to have been developed by only ~15 coders, amazing! Companies targeting one single platform, usually have less restrictions and can push the limits of that platform. Unfortunately, that's a luxury that most companies can not afford. Asobo Studio, the company that originated this market study is not that small... but, like other companies, they seem to work in multiple titles in parallel. Very nice to see that some of the engines have entries in the Wikipedia with some details and titles released, it should be a must. Small-size Studios (Indie Studios) *From left to right: The Witness, No Man's Sky, X-Morph Defense Here we have some really small studios that also choose to develop a custom engine for their games. Note that most of those engines rely on other libraries/frameworks for certain parts of the game, the common choices we find are SDL (cross-platform graphics/input), OGRE (rendering engine), MonoGame (cross-platform game framework, also relyes on SDL, SharpDX, OpenTK, OpenAL-Soft...). One question many people could ask is, what parts of the engine are actually coded by the developers? Well, it depends, but usually coders take care of the screen-manager, entities-manager and content-manager as well as the wrappers/interfaces to the external libraries. Second question, what parts of the engine usually rely on external libraries/middleware? It also depends on the company resources but usually audio-system, physics, rendering, networking, ui-system, terrain-system, vegetation-system and some other pieces. *From left to right: Factorio, Thimbleweed Park, Owlboy On the following list (and the next one below) I added the publishing date (only +2012) and the link to Steam for all the games... there are not many games with custom engine from small studios out there and I think they deserve to be recognized and supported. Company Employees Engine Notable Games Shiro Games ~30 Heaps.io Northgard (2018), Evoland (2013), Evoland II (2015) Hello Games ~25 No Man's Sky Engine No Man's Sky (2016) Frictional Games ~25 HPL engine SOMA (2015), Amnesia series DrinkBox Studios ~25 custom engine Guacamelee (2013), Guacamelee! 2 (2018), Severed (2016) Supergiant Games ~20 MonoGame-based Hades (2019), Pyre (2017), Transistor (2014) Wube Software ~20 Allegro/SDL-based Factorio (2019) Chucklefish ~20 Halley Engine Wargroove (2019), Starbound (2016) Ronimo Games ~17 RoniTech Engine (SDL) Awesomenauts (2017) Runic Games ~17 OGRE-based Hob (2017), Tochlight II (2012) Lab Zero Games ~17 Z-Engine Indivisible (2019), Skullgirls (2013) Introversion Software ~14 SystemIV (SDL) Prison Architect (2015) Exor Studios ~14 OGRE-based Schmetterling The Riftbreaker (2020), X-Morph: Defense (2017) Tribute Games ~11 MonoGame-based Flinthook (2017), Mercenary Kings (2014) Thekla Inc. (Jonathan Blow) ~10 custom engine The Witness (2016) Terrible Toybox (Ron Gilbert) 9 custom engine (SDL) Thimbleweed Park (2017) Matt Makes Games (Matt Thorson) ~7 MonoGame-based Celeste (2018), TowerFall Ascension (2014) Coilworks ~7 custom engine Super Cloudbuilt (2017), Cloudbuilt (2014) Lo-fi Games (Chris Hunt) 6 OGRE-based Kenshi (2018) D-Pad Studio 6 MonoGame-based Owlboy (2016) BitKid, Inc. 6 MonoGame-based CHASM (2020) Double Damage Games 5 OGRE-based Rebel Galaxy Outlaw (2019), Rebel Galaxy (2015) Almost Human Games 4 custom engine Legend of Grimrock (2012), Legend of Grimrock 2 (2014) Wolfire Games 4 Phoenix Engine Overgrowth (2017) Some observations from this list: Nicolas Cannasse, co-founder of Shiro Games, is the the developer of Haxe programming language and Heaps engine, used by Motion Twin for Dead Cells (2017). Hello Games is a very small studio considering the size of No Man's Sky and that they use a custom engine. Really impressive! Runic Games was dissolved in November 2017, the founders created Double Damage, now they are working on Echtra Games on Torchlight III. Rodrigo Braz Monteiro, Chucklefish CTO, is the person in charge of Halley engine, actually the engine is open-source! In most of those studios the people in charge of creating the game engine it's only 1-3 persons! Lo-fi Games was a one-man team (Chris Hunt) for more than 6 years! Some of the games in this list took +5 years of development! Not many games... a couple of hits per year... One-man custom engines *From left to right: Stardew Valley, ScourgeBringer, Eagle Island Finally, the list of the heroes. Games developed by 1-2 people with custom game engines, engines mostly coded by one person! Respect. Creating an engine and a game from scratch to the point of publishing it is an extraordinary accomplishment, not many people in the world is ready for that. Almost all of them are 2D games, usually with very small budgets and developed along multiple years. Congratulations to the developers! *From left to right: Axiom Verge, Ghost 1.0, Remnants of Naezith Some observations from this list: Some of those teams are formed by 1-2 people but probably grew at some point and/or outsourced some parts of the development (art, audio...). Usually the publisher also helps with some resources (localization, marketing...). Omar Cornut from Lizardcube is the main programmer for Wonder Boy: The Dragon's Trap engine and also the developer of Dear ImGui, a free and open-source immediate-mode gui library used by lots of AAA custom engines. Ben Fiquet from Lizardcube is also the main artist for Streets of Rage 4, the custom engine of Guard Crush Games is written by Cyrille Lagarigue. Marc Flury programmed Thumper game engine rejecting the OOP paradigm in favor of a procedural programming approach. Christian Whitehead is the creator of Star Engine used in Sonic Mania but Headcannon (Simon Thomley) and PagodaWest Games (Jared Kasl and Tom Fry) were also involved in the development of the game. Some of the games in this list took +5 years of development! Not many games... a couple of hits per year... There are some other remarkable games using custom engines (usually XNA/MonoGame) that worth mentioning: Minecraft (2011), Braid (2009), Super Meat Boy (2010), Terraria (2011), Dustforce (2012), Sword and Sorcery EP (2012), FEZ (2013), Dust: An Elysian Tail (2013), Rogue Legacy (2013), Dyad (2012), SpaceChem (2013). Conclusions I'll start saying I'm biased, I'm really passionate about videogames-making technologies and I admire custom engines and game-making tools. I also contributed to custom engines ecosystem with my grain of salt: raylib and several game-making tools. I prefer a custom engine over a licensed one, I consider that the extra amount of effort put into the product usually translates into some specific great mechanic or some amazing in-game details. Said that, I must admit that creating a custom engine is a big endeavour and not many people are ready for that. I recognize Unity (and Unreal to less extend) have really democratized videogames development, lots of small-medium size companies can use Unity today to develop games quicly and put them on the market, sometimes with very low budgets... But, still, lots of big companies prefer to rely on their own custom technologies. From my gamedev-teacher perspective, I think students must learn how engines work internally with as much detail as possible. Relying only on engines like Unity/Unreal for education to allow students develop eye-candy project in short-time is not the way to go. At the end of the day, someone has to write the engine and the tools! NOTE: Feedback and improvements are welcome! :)
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