Hasty Briefsbeta

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Making Video Games in 2025 (without an engine)

3 days ago
  • #game-development
  • #indie-games
  • #custom-engines
  • The author has been making video games for 20 years without using commercial game engines.
  • They argue that making games without big engines can be easier, more fun, and involve less overhead.
  • They prefer writing their own small tools for specific use cases, enjoying the control over their development stack.
  • The author uses C# for game development, appreciating its modern features, performance, and accessibility.
  • They rely on SDL3 for cross-platform functionality, including windowing, input, and rendering.
  • FMOD is used for audio, despite being proprietary, due to its capabilities for dynamic audio control.
  • For assets, they use simple loading strategies, sometimes writing scripts for preprocessing.
  • They often create custom level editors and use Dear ImGui for UI in editor tools.
  • The author has transitioned to Linux for development, valuing open-source and cross-platform tools.
  • They mention Godot as a good open-source engine option but prefer their custom workflow.
  • For 3D games, they still favor custom frameworks over big engines, citing Celeste 64 as an example.
  • They highlight the ease of integrating game-specific workflows, like automatically processing Aseprite files.
  • The conclusion is to make games without a big engine if it sounds fun to the developer.