Earlier quoted context omitted.
What are some things that you'd build with Unity that aren't games?
User interfaces for complex physical plants. https://en.wikipedia.org/wiki/Digital_twin
Making Video Games in 2025 (without an engine)
61–70 of 225 posts
Re: Making Video Games in 2025 (without an engine)
#62> Our game, Celeste I was really enjoying reading this piece until I read the above, then I realized I am reading for a big developer, the maker of, Celeste [1]. I am definitely adding this to my list of favorite articles about making games. Also, you may want to check a previous discussion from nine months ago (573 points, 246 comments ): https://news.ycombinator.com/item?id=44038209 _____________ 1. https://store.s…
Re: Making Video Games in 2025 (without an engine)
#63I'd really love to go all-in with C# and SDL3 to make an engine-less cross-platform game but I still miss a good way to make complex game UIs without doing everything from scratch. Does anyone have a good suggestion for making non-trivial game UIs without using a full game engine? So far, I only found https://github.com/vchelaru/Gum and https://github.com/mikke89/RmlUi but I think there's not really something super mature and feature packed, or is there? I'm aware of https://github.com/ocornut/imgui, as the article also mentioned, but that's more for debug UIs, right?
Re: Making Video Games in 2025 (without an engine)
#64Earlier quoted context omitted.
Why would a game development pedigree correlate with rejecting AI? As Carmack said: > AI tools will allow the best to reach even greater heights, while enabling smaller teams to accomplish more, and bring in some completely new creator demographics.
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Re: Making Video Games in 2025 (without an engine)
#65> Our game, Celeste I was really enjoying reading this piece until I read the above, then I realized I am reading for a big developer, the maker of, Celeste [1]. I am definitely adding this to my list of favorite articles about making games. Also, you may want to check a previous discussion from nine months ago (573 points, 246 comments ): https://news.ycombinator.com/item?id=44038209 _____________ 1. https://store.s…
Re: Making Video Games in 2025 (without an engine)
#66Earlier quoted context omitted.
Genuine question re #1: does your text editor not already do that?
Without ai my text editor auto completes letters into existing identifiers or adds a closing brace With ai it add several lines of code at once as soon as it thinks it recognizes a common pattern. It’s not perfect and it can get in the way but it’s amazing when it guesses right and spits out the next 3-4 lines I would have typed
Re: Making Video Games in 2025 (without an engine)
#67Earlier quoted context omitted.
Genuine question re #1: does your text editor not already do that?
Text editors/IDEs have simple autocomplete and the ability to do some expansion, e.g. a for loop with placeholders to fill in. Those work and are still useful. JetBrains also has local line-based LLM models for various languages. With the LLM-based autocomplete it a) generally autocompletes more code at once, and b) will often pick up on patterns in the existing code. E.g. if you have a similar method, list of print/…
Re: Making Video Games in 2025 (without an engine)
#68Has he dealt with some of the more challenging problems in game dev that engines help a lot with? Like... multiplayer netcode. Seems like if you're doing this for a hobby or solo/small team then maybe it's reasonable. For most people where they want to be a game dev but they probably will just work in industry, it seems like learning the major engines to competency cannot be ignored.
Re: Making Video Games in 2025 (without an engine)
#69Earlier quoted context omitted.
I can do long division manually but I still reach for a calculator.
Do you also spend a lot of time maximising calculator utilisation in other places? Maybe trying to write letters with it or composing music with it?
Re: Making Video Games in 2025 (without an engine)
#70Nice article, engines are bloated and introduce so many overheads. If you don't intend to ship any AAA games, consider investing your times to learn code-first game frameworks like libGDX, MonoGame, love2d,... or even lower level stuffs like SDL, bgfx, opengl which are good enough for almost any cases. A bit higher learning curve is expected but it won't hide anything from you, or bury you under tons of bloated abstr…
[0]: https://ookigame.com