Making Video Games (Without an Engine) in 2025
a year ago
- #game-development
- #indie-games
- #open-source
- The author has been making video games for 20 years, starting in 2005.
- Prefers making games without commercial engines like Unity or Unreal, finding it easier and more fun.
- Uses custom tools and systems tailored to specific needs, avoiding unnecessary engine features.
- Highlights the risks of relying on proprietary engines, such as sudden updates breaking functionality.
- Advocates for small, open-source frameworks like FNA, Love2D, or SDL for indie game development.
- Uses C# for game development, praising its modern features, performance, and accessibility.
- Relies on SDL3 for cross-platform support, including rendering, input, and audio (via FMOD).
- Discusses asset management, preferring simple, custom solutions over complex engine systems.
- Uses Dear ImGui for lightweight, immediate-mode UI in custom level editors.
- Switched to Linux for development, citing frustration with Windows and preference for open-source tools.
- Mentions Godot as a good open-source alternative for those needing more engine features.
- Encourages others to try making games without big engines if it sounds fun to them.