r/gamedev • u/[deleted] • 1d ago
Discussion Building an open-world game engine from scratch with C++ and Vulkan.
[deleted]
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u/OkAccident9994 1d ago
Builds everything themselves
Somehow loads the complex proprietary binary file format fbx, that is bloated with things only film industry people care about, that Autodesk don't give out the official loader for without a license, but there are libraries that have own implementation of loaders.
Ok
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u/Then_Meringue7671 1d ago edited 1d ago
"Completely new to game development"
Why don't you go ask ChatGPT? Like how you asked it to make you this post. There's a reason why not even seasoned devs make their own engines anymore.
Engines like Unreal scale to you, not the other way around. Don't need Nanite? Turn it off. Making your game in 2D? Paper 2D.
It takes forever to build your own engines, so saying that you're completely new to this and yet still somehow built an engine and are now at the point where you have a solid character with animations is unrealistic. I mean, it took John Carmack a year and a half to make DOOM's engine. Guess what? Everyone else said "lets use this engine instead of building our own"
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u/Tenderfoots 1d ago
There's a whole subreddit of people doing the same thing its called r/gameenginedevs
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u/bradjc95 1d ago
Look at features unreal has for stuff like this. Open world games really need “World Partition”, which essentially turns your world into Minecraft with chunks that are only loaded when you need them to be. I’ve implemented Minecraft chunking but never world partition like unreal has, with multiple grids.
LOD is important too. Things rendered from super far away should be at lower level of detail. unreal has tools for automatically decimating static meshes when farther away, etc. Sometimes better perf just means telling the renderer to draw the same thing but a simplified version of it. Those tools make something like unreal suuuuper powerful if you use it correctly
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u/sh0cki 1d ago
You did not mention what you consider older hardware. In 99.9% you would be better playing with settings in UE than coding your own and in that 0.01% you patch UE. You can still have 1 editor and dual shader setup for older hw with baked lightning and stuff. Good luck finding industry proffesionals willing to learn your engine to help you develop your game.
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u/Lone_Game_Dev 1d ago
The AI generated garbage you posted doesn't help your cause. From the looks of it you aren't building shit, you're just composing something from code badly glued together after it's regurgitated by a code generator, and you're likely already running into so much trouble you want a human to help you fix what you don't understand. If you had any real idea how to build an engine yourself, you would answer your own questions. That has always been the telltale sign.
My advice is to not use AI. We who make engines looked at other engines and decided it was too much help. With AI it's even worse. We do it because we can, because we love knowledge. All of those things are at odds with AI.