Making Video Games in 2025 (without an engine)

noelberry.ca

388 points by alvivar 4 days ago


the__alchemist - 2 hours ago

3 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 dramatically better than SS. (In-house engine)

- Jon Blow rolls his own engines (and lang), and releases games very slowly

- Expedition 33 recently released as a phenomenal game that leaned heavily on features in UE5 (Face/body, graphics, map/terrain gen etc.) They focused on the game itself, and let the engine do the heavy lifting... to a superb result.

From my own anecdotes in graphics programming: Producing a simple engine is easy. Producing something that's photorealistic etc is massively more difficult. Let along all the other things an engine provides for you. Modern games have so many complexities the engine abstracts out; we don't need to roll a new engine for each game or studio, each trying to have optimized netcode, human characters, photorealistic lighting, GUI map editors + terrain gen etc.

I use my own graphics engine for my scientific programs, but it has much simpler requirements than a game engine.

abcde666777 - 14 hours ago

My 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 to build his own overly-ambitious engines. But he never finished any games.

Another thought if you do roll your own - keep it simple stupid. When your brain tells you that some amazing nested scene graph with integrated occlusion culling would be the coolest thing in the world, but you lack evidence that you'll actually need all that functionality, tell your brain that it's being stupid and just implement some kind of basic flat scene structure. You can always retrofit it later.

Also - study the code of the likes of Carmack. Consider that he produced the likes of the quake engines in only a couple of years. Reflect long and hard on the raw simplicity of a lot of that code.

Do not worship complexity.

These are the words of someone who has walked both roads!

YesBox - 5 hours ago

I'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 burnout for me. There's also the long payoff of operating in an environment that you understand top to bottom.

I ignored all the advice about making smaller games first, creating an engine first, etc. Metropolis 1998 is my first game and so far it's working out just fine. But your mileage will vary.. I started development with 10+ years of software experience and fond memories of Rollercoaster Tycoon and SimCity 2000/4.

I only add what I need. There's no level/scene editors (outside of the game being one itself :P ). No scene graphs. Shaders are coded by hand. Right now the entire game is about 45MB.

[1] https://store.steampowered.com/app/2287430/Metropolis_1998/

redbell - 14 hours ago

> 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.steampowered.com/app/504230/Celeste/

jharohit - 9 minutes ago

on that theme it reminds my of the Pico-8 community (although technically it is an engine but you dont need to do engine programming even for generating music!!)

compiled 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!

https://rohitjha.com/labs/flynns-arcade

RASBR89 - 9 hours ago

A lot of modern games ‘feel’ the same to me now. Same sort of lighting, blur.. even the texture loading and pop in. They all sort of blend into one mess.

I liked when games all felt very distinctly different and I feel like part of that was that they all varied on ‘engine’

rob74 - 14 hours ago

After I read the title, I fully expected this to be about writing games using AI. But no, actually there is no mention of AI to be found in the text, not even in the "Miscellaneous Thoughts" section, which seems to be mostly answers to "why don't you use X?" questions. Refreshing...