ezEngine

122 posts

ezEngine

ezEngine

@ezEngineProject

An open-source C++ game engine. GitHub: https://t.co/JGN7h3JB22 Follow us on https://t.co/yFBBJd5Qx9

Germany 加入时间 Temmuz 2013
17 关注137 粉丝
ezEngine
ezEngine@ezEngineProject·
@Dispatch_Graph Dismissal and negativity are unfortunately way too common. We should all be more appreciative of the successes of others. LLMs are a tool, you still need to know what you are doing. Termina is very condensed. It is great for learning, where other codebases are often too complex.
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λmelie
λmelie@Dispatch_Graph·
Ok, I see some controversy about my LLM usage in Termina engine, so I wanted to rant a bit 🧵
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ezEngine
ezEngine@ezEngineProject·
Here is a DEBUG build of #ezEngine executing 900 individual, complex animation graphs, each blending multiple animation clips, running well enough to develop in. Performance matters, not only in release builds. And in release it's 5x faster, of course.
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ezEngine
ezEngine@ezEngineProject·
@Dispatch_Graph Happy to hear that we have a positive impact. It is also meant for learning (both for ourselves and others). I think by now we are working for 15 years on the engine. It's definitely an open-ended endeavor :D
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λmelie
λmelie@Dispatch_Graph·
@ezEngineProject Omg hi! Thank you for the comment! I remember watching the ezEngine video on AngelScript support. Your engine is so good!
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λmelie
λmelie@Dispatch_Graph·
Game engine made in 5 days complete Features: - Vulkan/Metal backend with bindless and RT - macOS/Windows/Linux support - Audio system with spatialization - Input system - C++ scripting with hot-reload - Automatic shader hot reload - Actor model and world serialization/deserialization - Asset system with ref-counting - Fully fledged editor, launcher, and project system - Physics system - Physically based BRDF - Point/Spot/Directional lights - Deferred shading - CPU frustum culling - Raytraced shadows - Procedural sky - FXAA - Debug renderer - HDR rendering
λmelie tweet media
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ezEngine
ezEngine@ezEngineProject·
@SebAaltonen That's surprisingly little, never thought about it this way. Thanks for the explanation!
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
How much RAM can CPU read every frame? 16GB at 120Hz = 1920GB/s 1GB at 120Hz = 120GB/s (almost) 512MB at 120Hz = 60GB/s (OK) You can read ~512MB (3%) out of your 16GB RAM. RAM has become our storage system. Can't read it fully :(
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ezEngine
ezEngine@ezEngineProject·
Release 26.3 of #ezEngine is out! github.com/ezEngine/ezEng… Among many other improvements, this release adds a water volume component, custom particle shaders, new spline tools, improved RmlUI, and better visual shader editing. Check out the release notes for more details.
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Dan Greenheck
Dan Greenheck@dangreenheck·
I was tired of hunting for good looking tree assets that didn't cost a fortune, so I decided to make a tool to generate my own. 50+ parameters, direct export to GLB, 100% free. Try it out 👉🏻 eztree.dev
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ezEngine
ezEngine@ezEngineProject·
@StutterFox Really pretty! I like how you use the large asteroids in the backround to add a sense of scale.
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Stutter Fox Studios
Stutter Fox Studios@StutterFox·
Last post of 2025. Just some good old fashioned destruction. See you all in the new year.
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ezEngine
ezEngine@ezEngineProject·
@AlientrapGames That's really cool, thanks for sharing! How do you handle shapes that are very fuzzy at the edges? Does the 3D model need to be pixel-perfect there, or do you use pixel discard to make rough shape match the 2D asset?
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Alientrap Games
Alientrap Games@AlientrapGames·
Hi everyone! Ariane here to dive into how we tackled the environmental art for our game Dunecrawl. By using 2D hand drawn artwork projected onto 3D meshes, we were able to create a unique aesthetic while also saving us some production headaches.
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80 LEVEL
80 LEVEL@80Level·
Take a look at dacaffee's procedural spider bot movement system built with IK in Godot. Inverse Kinematics returns in Godot 4.6: 80.lv/articles/ik-dr…
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ezEngine
ezEngine@ezEngineProject·
@bmarci7 Wow, that looks incredible! Great job! Wish you all the best for the release!
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ezEngine
ezEngine@ezEngineProject·
@JussiKemppainen Gamedev is all about making a convincing illusion. A lot can be done with little technology. Great to see when people know how to accomplish such things!
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ShawnTheMiller | PlayTiltshift.com
ShawnTheMiller | PlayTiltshift.com@ShawnTheMiller·
It took me all day (And you probably can't tell) But I evolved the dynamic combat camera system, with a view to framing onscreen enemies. Combat and exploration are such different beasts that I wanted to have bespoke setups for each and silky a smooth transition. 🎉🥳 #IndieDev
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JuanchoAbad🪻
JuanchoAbad🪻@Abad_Juancho·
Proof #256 that #gamedev is a lie: (the level transition we used in Go Mecha Ball is literally just a horn-shaped mesh spinning or scaling.)
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ezEngine
ezEngine@ezEngineProject·
@zeuxcg Awesome, thank you for all the hard work! We use meshopt for generating LOD meshes, it wouldn't have been possible without your library.
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Arseny Kapoulkine 🇺🇦
After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!
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ezEngine
ezEngine@ezEngineProject·
@raylee9919 This looks like it could come in very handy! Thanks for sharing :)
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SeongWoo 🇰🇷
SeongWoo 🇰🇷@raylee9919·
stb-style dynamic triangulation library written in C. Targeted at game devs who want to build navmesh. Trying hard not to hinder the spirit of Sean Barrett. User-facing API polishing in progress... almost there! github.com/raylee9919/cdt
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ezEngine
ezEngine@ezEngineProject·
@NathanGDQuest Very well said, that's exactly it. If you have the abilities (and time) to write your own engine, it CAN be worth it (if your game is a bit "special"). In all other cases, there are many engines to choose from, all with their own pros and cons.
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GDQuest
GDQuest@NathanGDQuest·
The more an engine generalizes and the more features it has, the more complex it gets and the more trade-offs it has to make. General purpose code can be convenient but also slow. But also not everyone can or should make their own engine. Many people are making games as small teams or solo, with limited experience, and would need to invest a lot of time to not necessarily get big gains (because you have to know what you're doing). But it's certain that as you gain experience, by tailoring an engine to your projects, you end up with less code and potentially much higher performance.
AOLXUY@ServoEnjoyer

>drop unreal engine for your own in-house engine >immediately see massive improvements lol lmao steamcommunity.com/games/1685310/…

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lobotomy
lobotomy@_lobotomyx·
@ezEngineProject @TheCodeTherapy For ico format I recommend just writing a python cli using pillow library to open an image from arguments and save with ico format. This is one of those tasks AI can do in a matter of a few seconds with no room for error and can adjust to your workflow
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Marco Gomez
Marco Gomez@TheCodeTherapy·
The total time it took me to write a Rust WebGPU application that builds cross-platform native and web (WASM): about 40 minutes. Time taking me to figure out how to make Windows 11 show a proper fucking icon for the app: 1 hour and counting. I fucking hate Windows so much.
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