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Show HN: C# Game Engine with its own scripting language and IDE

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Re: Show HN: C# Game Engine with its own scripting language and IDE

#61
post #44

Earlier quoted context omitted.

Two thoughts/questions: - do you feel that this could be used to make a (simple) drawing program? - have you considered setting up your codebase as a Literate Program? http://literateprogramming.com/ Notably, that would then allow publishing the project as a PDF for didactive purposes.

1. Not in the current state of the engine, but in the future - after implementing all the graphics functions that i plan to add - yes, absolutly. 2. Hmm no, first time i hear about it

Thanks! I've been suffering for analysis-paralysis trying to pick an environment for a current project --- hopefully this will get me actually working....

If you have occasion to try Literate Programming, or have any interest in the concept, I'd be glad to hear of it.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#62

To any aspiring game developers out there: If you need AAA-equivalent graphics and are willing to tank the overhead, use UE5. Otherwise, homebrew everything in the language you prefer (use an LLM, make sure you understand the architecture perfectly). Using a half-baked semi-supported game engine which you don't understand will destroy your project sooner or later. The cognitive overhead of understanding someone else'…

Eh, what's wrong with using Unity or Godot or GameMaker?

Unity is a good example. It promises ease, but is packed with bugs which you can't fix: it will kill projects or force you to hack workarounds. All the time savings of using an engine are lost to incredibly frustrating, usually inscrutable bugs (because you can't access the code to diagnose them).

For example: race conditions in animation events (killed a game jam project), contact filters not being passed to 2d collisions in the API (added days of debugging to a simple prototype, has since been fixed), list/arrays causing the editor to bug out and require a restart after editing one (in the LTS version in 2026 - unforgivable).

Sure, don't roll your own SDL (but also if you can, do - you'll be a better game developer for it). Do for example roll your own animator - you don't need their features, clarify what you actually need and design for that. Do you want to trigger scripts with frames? Should those scripts be executed before the next frame, or with it? Do you need a bones/rigging system? How should those bones warp the mesh exactly for your visual style? A game isn't just a collection of scripts moving objects around, it's a pipeline of design intentions from bottom to top. Someone else's engine will be mediocre for your project at best, and inheriting their bugs and workflows is far more painful than designing and fixing your own.

Even with frameworks like monogame, you inherit their asset pipeline and rendering API decisions. Better to create exactly what you need, and understand it.

Even when you reach the deployment phase, you'll be hit with errors and incompatibilities you couldn't foresee. E.g. the Signalr .net library is incompatible with WebGL builds, so have fun maintaining an additional js signalr bridge for your WebGL build separate to your editor build.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#63

To any aspiring game developers out there: If you need AAA-equivalent graphics and are willing to tank the overhead, use UE5. Otherwise, homebrew everything in the language you prefer (use an LLM, make sure you understand the architecture perfectly). Using a half-baked semi-supported game engine which you don't understand will destroy your project sooner or later. The cognitive overhead of understanding someone else'…

As mentioned there are plenty of engines mature and worthy to develop with, like Godot. Advising to homebrew everything with an LLM just sounds insane to me. Cognitive overhead of what? Using well thought out and standardized libraries that have proper documentation? Creating a new engine with an LLM is only going to achieve the opposite of fully understanding your codebase.

Their bugs, their lack of design intentions for your specific project and your team's workflow.

Let's say you're making a visual novel. Do you need a fully 3d editor? No, so having Z coordinates on all your objects is a liability: you'll have bugs with Z-fighting sprites or your designer will accidentally place gameobjects at depth and not understand why they're not rendering, because this is a 2d game and they set the rendering layer correctly not thinking about 3d space.

Specify exactly what you need and execute that, using libraries for the low level stuff, and taking responsibility for as many design decisions as you can. It will save you so much frustration. If I could go back and give one piece of advice to myself when I was learning, it would be ditch the engine - they are false promises. One size fits all means it truly fits no one.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#65

Earlier quoted context omitted.

As mentioned there are plenty of engines mature and worthy to develop with, like Godot. Advising to homebrew everything with an LLM just sounds insane to me. Cognitive overhead of what? Using well thought out and standardized libraries that have proper documentation? Creating a new engine with an LLM is only going to achieve the opposite of fully understanding your codebase.

Their bugs, their lack of design intentions for your specific project and your team's workflow. Let's say you're making a visual novel. Do you need a fully 3d editor? No, so having Z coordinates on all your objects is a liability: you'll have bugs with Z-fighting sprites or your designer will accidentally place gameobjects at depth and not understand why they're not rendering, because this is a 2d game and they set t…

Engines like Unity or Godot are also well suited for 2D games and don't have the problem you have described. Also, there are quite a few game genres between visual novels and AAA 3D games.

You are right that you can often ditch the engine, but you should only do that as an experienced programmer who can assess the scope of the project. AI doesn't really change that IMO.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#66
post #24
post #2

This is a massive undertaking... building a whole language + IDE + engine from scratch is insane. I am curious: what made you go with a custom language instead of just embedding Lua or something? Was it a learning thing, or do you think Exp brings something Lua (or GML) doesn't?

Thanks! so, at first i really used C# for scripting language, so it was like GameMaker-8 but C# instead of GML... but after almost year of development, i was bored. it wasn't exciting anymore, and when i asked myself what would make it exciting again, the answer was "my own language". i don't know why, but it's something i always wanted to build by myself. i had absolutly 0% idea on HOW, but after a break of more tha…

Lua is broad used, your engine could really benefit from supporting it.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#67
post #38
post #33

Earlier quoted context omitted.

Thanks. As you said, the IDE is built on winforms, so it's windows only. maybe it was a mistake to not to use a cross platform framework like avalonia, but i really like the winforms designer, and winforms is the only UI framework i ever used, except for MAUI which is not a good idea to build an IDE on.

I really miss working with WinForms. Every other UI framework I worked before and after always left me with the impression that something was lacking, in speed of development, fast iteration, but also in the quality of the abstractions.

Plenty of reasons to continue using WinForms for quick and dirty utils.

WinForms has had a major cleanup over the last few years. Issues with DPI, multiple windows are mostly gone.

You no longer need VS2. vscode on its own is excellent, and you can if you need to, still use VS2 for debugging

(Same applies to AvaloniaUI for cross platform.)

Codex, Claude need guidance if you want something maintainable, otherwise they generate a mess structure wise or reinventing functionality already available in standard controls 'out of the box'.

But people want python ...

Re: Show HN: C# Game Engine with its own scripting language and IDE

#68

It seems for me fundamentally wrong to use C# to write some scripting language, since C# itself is pretty high-level and is used widely for scripting (like in Unity).

The README mentions that C# was used initially so I'd be surprised if that support is not still in there.

Re: Show HN: C# Game Engine with its own scripting language and IDE

#69
post #44

Earlier quoted context omitted.

1. Not in the current state of the engine, but in the future - after implementing all the graphics functions that i plan to add - yes, absolutly. 2. Hmm no, first time i hear about it

Thanks! I've been suffering for analysis-paralysis trying to pick an environment for a current project --- hopefully this will get me actually working.... If you have occasion to try Literate Programming, or have any interest in the concept, I'd be glad to hear of it.

Also, if you want to use winforms for your painting app, you can have a look at the image editor of the IDE - https://github.com/ArcadeMakerSources/ArcadeMaker/blob/maste... It only has a few tools now, but i think it's a great base to start

Re: Show HN: C# Game Engine with its own scripting language and IDE

#70
post #67
post #38

Earlier quoted context omitted.

I really miss working with WinForms. Every other UI framework I worked before and after always left me with the impression that something was lacking, in speed of development, fast iteration, but also in the quality of the abstractions.

Plenty of reasons to continue using WinForms for quick and dirty utils. WinForms has had a major cleanup over the last few years. Issues with DPI, multiple windows are mostly gone. You no longer need VS2. vscode on its own is excellent, and you can if you need to, still use VS2 for debugging (Same applies to AvaloniaUI for cross platform.) Codex, Claude need guidance if you want something maintainable, otherwise they…

> Plenty of reasons to continue using WinForms for quick and dirty utils.

Indeed. But I always found WinForms also better for "slow and polished".

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