To anyone with experience on the matter: I'm looking for making a mobile app which resembles more of a game or "a graphical app" and was looking into tech I could use, all I need is a drawing API I could use cross platform for Android and iOS without much hassle, don't need any OS specific widget/component, I just want to draw stuff on the screen, handle touch input and do some network calls. Possibly with a statical…
Making Video Games in 2025 (without an engine)
191–200 of 225 posts
Re: Making Video Games in 2025 (without an engine)
#1923 anecdotes: - For Talos Principle 2, Croteam switched from their own engine to UE5. The description was "It would be like attempting to sprint and catch up with a train that is already far down the track and accelerating even faster.". From a user's perspective, observe the graphics of Serious Sam Siberian Mayhem and Talos Principle 2: Same company, released at a similar time. Talos Principle (UE5) looks dramaticall…
Re: Making Video Games in 2025 (without an engine)
#193Re: Making Video Games in 2025 (without an engine)
#194compiled a personal webpage to play with mobile controls and a javascript engine to play the pico-8 games and i love the celeste port on that!
Re: Making Video Games in 2025 (without an engine)
#195Earlier quoted context omitted.
I see making a game engine as the illusion of progress on making a game. Making a game engine is fun and relatively easy. You have a check list of things to do. Each of them the solutions are relatively well known. so you do them and make tons of progress. You get a window open, then you get a triangle up, then you get a texture loaded, then you get some basic text for debugging, then you read the keyboard for input,…
Randy (funny gamedev guy from YouTube) said in a recent video that he realized he'd spent the last ten years making engines to avoid the creative terror of action making a game. I'm paraphrasing slightly, but that's what it came down to. "I thought if I made a really good engine, making a game would be the easy part!" I had similar thoughts when I was younger. Surely if I just upgrade my tools, the hard part will bec…
Re: Making Video Games in 2025 (without an engine)
#1963 anecdotes: - For Talos Principle 2, Croteam switched from their own engine to UE5. The description was "It would be like attempting to sprint and catch up with a train that is already far down the track and accelerating even faster.". From a user's perspective, observe the graphics of Serious Sam Siberian Mayhem and Talos Principle 2: Same company, released at a similar time. Talos Principle (UE5) looks dramaticall…
Did you play the Talos Principle Reawakened? They took a great performing game made with their own engine, re-released it with UE5, and now it performs like doggy doodoo.
Re: Making Video Games in 2025 (without an engine)
#197I've been working on Metropolis 1998[1] for +4 years now. Custom C++ engine built with a modified version of SFML 2.5 and SQLite. Creating my own engine was both a personal and strategic decision for me. I was really worried about running into performance issues with generalist engines, and I did not want the friction of working with someone else's mental model. Pretty sure that friction would have caused so much bur…
Re: Making Video Games in 2025 (without an engine)
#198I've been working on Metropolis 1998[1] for +4 years now. Custom C++ engine built with a modified version of SFML 2.5 and SQLite. Creating my own engine was both a personal and strategic decision for me. I was really worried about running into performance issues with generalist engines, and I did not want the friction of working with someone else's mental model. Pretty sure that friction would have caused so much bur…
See also: Factorio.
Re: Making Video Games in 2025 (without an engine)
#199Was my first C project to learn C as a 4 year self taught dev.
Will revisit it in a years time (working on something big) and try implement my full vision - minecraft-like worlds but if it was fully raycasted
Re: Making Video Games in 2025 (without an engine)
#200My experience with making your own engine vs using an off the shelf solution - the former can be viable and even superior on the condition that you know what you're doing . That is if you've built entire games or engines before, or have enough experience with the internals of one. Otherwise it can be a dangerous fool's errand on which many projects go to die. My younger naive self can attest to this, he loved trying…
There's a tendency to ascribe the entirety of id's technology to Carmack. Michael Abrash, as one example, was a major factor.