S&box goes open source!
(Under MIT)
A modern game engine, built on Valve's Source 2 and the latest .NET technology, it provides a modern intuitive editor for creating games. BUT!
Obviously this isn't the Source 2 code, that's up to Valve to open source if they want. For us Source 2 is providing lower level systems, all our high level systems are C# like the entire editor, networking, scene system, UI, and way more.
Which means, it's partially MIT.
https://github.com/Facepunch/sbox-public/
#GameEngines@GameDEV
#Valve@GameDEV
#FOSS@GameDEV
(Under MIT)
A modern game engine, built on Valve's Source 2 and the latest .NET technology, it provides a modern intuitive editor for creating games. BUT!
Obviously this isn't the Source 2 code, that's up to Valve to open source if they want. For us Source 2 is providing lower level systems, all our high level systems are C# like the entire editor, networking, scene system, UI, and way more.
Which means, it's partially MIT.
https://github.com/Facepunch/sbox-public/
#GameEngines@GameDEV
#Valve@GameDEV
#FOSS@GameDEV
π±5β€3π1
Growth of small game engines (and kinda stagnation of Game Maker)
#GameEngines@GameDEV
#GodotEngine@GameDEV
#Steam@GameDEV
#GameEngines@GameDEV
#GodotEngine@GameDEV
#Steam@GameDEV
π₯15
GameDev Pulse
Helldivers 2 build is now 85% smaller on PC. The thing is: the team believed in the industry data and topics that were pushed on them from the outside. Which meant, games have to store duplicated assets, since regeneration will be long on old systems. Butβ¦
Let's also appreciate for a moment that Helldivers 2 is using a highly modified Autodesk Stingray?
https://www.gameunion.tv/en/games/helldivers-ii-game-engine-discontinued-autodesk-stingray-it-135
#GameEngines@GameDEV
https://www.gameunion.tv/en/games/helldivers-ii-game-engine-discontinued-autodesk-stingray-it-135
#GameEngines@GameDEV
www.gameunion.tv
Helldivers II game engine is a discontinued Autodesk Stingray β is it a problem?
Surprisingly, Helldivers II has been built on Autodesk Stingray β the engine discontinued in 2018. There won't be new projects on it since you can no longer get it legally β in 2018 it turned into 3Ds Max plugin and in 2022 even this form was discontinuedβ¦
π₯11π2
Wayward Realms, an open-world fantasy RPG directed by Ted Peterson and Julian LeFay (lead developers on the original The Elder Scrolls Arena and Daggerfall) moved their game from Unreal Engine 5 to a custom in-house engine.
Why? Performance!
With the new system they were able to achieve solid 30 FPS on an ancient laptop, get almost perfect 30 on the original Nintendo Switch and provide a stable Linux support.
And they can now load the entire engine in 300ms, or the entire map (4 times the size of Manhattan) in under 1 second on modern hardware.
PS. Some say it's a fork of Wicked Engine.
#UnrealEngine@GameDEV
#GameEngines@GameDEV
Why? Performance!
With the new system they were able to achieve solid 30 FPS on an ancient laptop, get almost perfect 30 on the original Nintendo Switch and provide a stable Linux support.
And they can now load the entire engine in 300ms, or the entire map (4 times the size of Manhattan) in under 1 second on modern hardware.
PS. Some say it's a fork of Wicked Engine.
#UnrealEngine@GameDEV
#GameEngines@GameDEV
β€18π₯8
It's not yet a widely known thing, but one fella is making forks of Unreal Engine 4 and 5 to move away from Nanites and Lumen, but also from Chaos Physics.
Instead he brings GI library from NVIDIA (which they open sourced time ago), tessellation, PhysX (which was also open sourced), and so on.
Which unfortunately means, he works with 5.0 as the primary source and backport some features to 4.x. For example, nice animation and modelling tools are unavailable.
To use the fork you have to be in Epic Games organization on GitHub (due to how Unreal Engine is distributed). Yes, even forks are tracked by Epic.
https://x.com/theredpix
#GameEngines@GameDEV
#UnrealEngine@GameDEV
Instead he brings GI library from NVIDIA (which they open sourced time ago), tessellation, PhysX (which was also open sourced), and so on.
Which unfortunately means, he works with 5.0 as the primary source and backport some features to 4.x. For example, nice animation and modelling tools are unavailable.
To use the fork you have to be in Epic Games organization on GitHub (due to how Unreal Engine is distributed). Yes, even forks are tracked by Epic.
https://x.com/theredpix
#GameEngines@GameDEV
#UnrealEngine@GameDEV
X (formerly Twitter)
TheRedPixel (@theredpix) on X
#GameEngineDev C++ β’ Making UE Faster: Vite's UE Fork: https://t.co/GtLWfVpfMC β¨ Work Credit: βDeath's Gambit: Afterlife βFort Solis https://t.co/mOxfqiBkJK
β€10π₯4
Toyota makes amazing engines, but this time it's a game engine and it's Free
https://www.youtube.com/watch?v=98n32VstnpI
#FOSS@GameDEV
#GameEngines@GameDEV
https://www.youtube.com/watch?v=98n32VstnpI
#FOSS@GameDEV
#GameEngines@GameDEV
YouTube
The New Toyota Game Engine ...Yes, That Toyota!
Toyota are developing a new "console grade" open source game engine - Fluorite. Developed to power their cars UI in the future, they looked at Godot, Unity and Unreal Engine and decided to develop their own instead. Fluorite is built on top of Flutter andβ¦
π₯16π1
Unity is going to discontinue HDRP (High Definition Rendering Pipeline). Only the URP (Universal Rendering Pipeline) will remain.
So they are planning to invest all resources into a scalable setup that will not be as powerful as HDRP at first. It's expected that there will be a period when making visually modern games will not be possible in Unity. Honestly, it wasn't possible anyway β HDRP was slow even on high-end hardware.
#Unity@GameDEV
#GameEngines@GameDEV
#Rendering@GameDEV
So they are planning to invest all resources into a scalable setup that will not be as powerful as HDRP at first. It's expected that there will be a period when making visually modern games will not be possible in Unity. Honestly, it wasn't possible anyway β HDRP was slow even on high-end hardware.
#Unity@GameDEV
#GameEngines@GameDEV
#Rendering@GameDEV
β€12π2