The author envisions a future (2025 and beyond) where creating video games without a traditional game engine becomes increasingly viable. This is driven by advancements in web technologies like WebGPU, which offer native performance, and readily available libraries handling complex tasks like physics and rendering. Combined with the growing accessibility of AI tools for asset creation and potentially even gameplay logic, the barrier to entry for game development lowers significantly. This empowers smaller teams and individual developers to bring their unique game ideas to life, focusing on creativity rather than wrestling with complex engine setup and low-level programming. This shift mirrors the transition seen in web development, moving from manual HTML/CSS/JS to higher-level frameworks and tools.
Terry Cavanagh has released the source code for his popular 2D puzzle platformer, VVVVVV, under the MIT license. The codebase, primarily written in C++, includes the game's source, assets, and build scripts for various platforms. This release allows anyone to examine, modify, and redistribute the game, fostering learning and potential community-driven projects based on VVVVVV.
HN users discuss the VVVVVV source code release, praising its cleanliness and readability. Several commenters highlight the clever use of fixed-point math and admire the overall simplicity and elegance of the codebase, particularly given the game's complexity. Some share their experiences porting the game to other platforms, noting the ease with which they were able to do so thanks to the well-structured code. A few commenters express interest in studying the game's level design and collision detection implementation. There's also a discussion about the use of SDL and the challenges of porting older C++ code, with some reflecting on the game development landscape of the time. Finally, several users express appreciation for Terry Cavanagh's work and the decision to open-source the project.
MTerrain is a Godot Engine plugin offering a highly optimized terrain system with a dedicated editor. It uses a chunked LOD approach for efficient rendering of large terrains, supporting features like splatmaps (texture blending) and customizable shaders. The editor provides tools for sculpting, painting, and object placement, enabling detailed terrain creation within the Godot environment. Performance is a key focus, leveraging multi-threading and optimized mesh generation for smooth gameplay even with complex terrains. The plugin aims to be user-friendly and integrates seamlessly with Godot's existing workflows.
The Hacker News comments express general enthusiasm for the MTerrain Godot plugin, praising its performance improvements over Godot's built-in terrain system. Several commenters highlight the value of open-source contributions like this, especially for game engines like Godot. Some discuss the desire for improved terrain tools in Godot and express hope for this project's continued development and potential integration into the core engine. A few users raise questions about specific features, like LOD implementation and performance comparisons with other engines like Unity, while others offer suggestions for future enhancements such as better integration with Godot's built-in systems and the addition of features like holes and caves. One commenter mentions having used the plugin successfully in a personal project, offering a positive firsthand account of its capabilities.
This pull request introduces initial support for Apple's visionOS platform in the Godot Engine. It adds a new build target enabling developers to create and export Godot projects specifically for visionOS headsets. The implementation leverages the existing xr
interface and builds upon the macOS platform support, allowing developers to reuse existing XR projects and code with minimal modifications. This preliminary support focuses on enabling core functionality and rendering on the device, paving the way for more comprehensive visionOS features in future updates.
Hacker News users generally expressed excitement about Godot's upcoming native visionOS support, viewing it as a significant step forward for the engine and potentially a game-changer for VR/AR development. Several commenters praised Godot's open-source nature and its commitment to cross-platform compatibility. Some discussed the potential for new types of games and experiences enabled by visionOS and the ease with which existing Godot projects could be ported. A few users raised questions about Apple's closed ecosystem and its potential impact on the openness of Godot's implementation. The implications of Apple's developer fees and App Store policies were also briefly touched upon.
A developer created an incredibly small, playable first-person shooter inspired by Doom that fits entirely within the data capacity of a QR code. The game, called "Backrooms DOOM," leverages extremely limited graphics and simple gameplay mechanics to achieve this feat. Scanning the QR code redirects to a webpage where the game can be played directly in a browser.
Hacker News users generally expressed admiration for the technical achievement of fitting a Doom-like game into a QR code. Several commenters questioned the actual playability, citing the extremely limited resolution and controls. Some discussed the clever compression techniques likely used, and others shared similar projects, like fitting Wolfenstein 3D into a tweet or creating even smaller games. A few questioned the use of the term "Doom-like," suggesting it was more of a tech demo than a truly comparable experience. The practicality was debated, with some seeing it as a fun novelty while others considered it more of a technical exercise. There was some discussion about the potential of pushing this concept further with future advancements in QR code capacity or display technology.
Defold is a free and open-source 2D game engine designed for rapid development. It features a streamlined workflow with its own integrated editor, supports Lua scripting, and offers a wide range of built-in tools for graphics, physics, animation, and sound. Targeting multiple platforms including iOS, Android, HTML5, Windows, macOS, and Linux, Defold simplifies cross-platform deployment with a single-click build process. Its focus on efficiency allows for small game sizes and optimal performance, making it suitable for a variety of game genres and platforms.
Hacker News users discuss Defold's ease of use, especially for beginners, and its suitability for 2D games. Some praise its small executable size and fast iteration times, while others highlight the active community and helpful documentation. Concerns include its limited 3D capabilities, the small talent pool, and uncertainty about its long-term viability despite its acquisition by King and subsequent independence. Several users share their positive experiences using Defold for both personal projects and commercially released games, citing its performance and streamlined workflow. The editor is lauded as clean and efficient. Some express disappointment in King's handling of the engine after acquiring it, but also optimism about its future as an independent entity once again.
FastDoom achieves its speed primarily through optimizing data access patterns. The original Doom wastes cycles retrieving small pieces of data scattered throughout memory. FastDoom restructures data, grouping related elements together (like vertices for a single wall) for contiguous access. This significantly reduces cache misses, allowing the CPU to fetch the necessary information much faster. Further optimizations include precalculating commonly used values, eliminating redundant calculations, and streamlining inner loops, ultimately leading to a dramatic performance boost even on modern hardware.
The Hacker News comments discuss various technical aspects contributing to FastDoom's speed. Several users point to the simplicity of the original Doom rendering engine and its reliance on fixed-point arithmetic as key factors. Some highlight the minimal processing demands placed on the original hardware, comparing it favorably to the more complex graphics pipelines of modern games. Others delve into specific optimizations like precalculated lookup tables for trigonometry and the use of binary space partitioning (BSP) for efficient rendering. The small size of the game's assets and levels are also noted as contributing to its quick loading times and performance. One commenter mentions that Carmack's careful attention to performance, combined with his deep understanding of the hardware, resulted in a game that pushed the limits of what was possible at the time. Another user expresses appreciation for the clean and understandable nature of the original source code, making it a great learning resource for aspiring game developers.
OpenJKDF2 is a cross-platform, open-source reimplementation of the Jedi Knight II: Jedi Outcast and Jedi Academy game engine written in C. It aims to be a clean and modern engine while maintaining compatibility with the original games' content, supporting both single-player and multiplayer modes. The project prioritizes features like improved rendering, physics, and networking, allowing for modifications and enhancements beyond what was possible with the original engine. It's designed to be portable and has been tested on Windows, macOS, and Linux.
Hacker News users discuss OpenJKDF2's potential benefits, including cross-platform compatibility and potential performance improvements over the original Jedi Knight II: Jedi Outcast game engine. Some express excitement about potential modding opportunities and the project's clean codebase, making it easier to understand and contribute to. Others question the practical benefits, wondering if the performance gains are substantial enough to warrant a full reimplementation. The use of CMake is praised, while concerns are raised about the licensing implications of incorporating assets from the original game. One commenter points out potential issues with online multiplayer due to timing differences, which are hard to replicate perfectly.
Ren'Py is a free and open-source engine designed for creating visual novels, a genre of interactive storytelling that blends text, images, and sound. It simplifies development with a Python-based scripting language, allowing creators to easily manage dialogue, branching narratives, and character interactions. Ren'Py supports a wide range of features including animated sprites, movie playback, and various transition effects, making it accessible to both novice and experienced developers. It’s cross-platform, meaning games created with Ren'Py can be deployed on Windows, macOS, Linux, Android, iOS, and web browsers, reaching a broad audience. The engine prioritizes ease of use and provides comprehensive documentation and a supportive community, enabling creators to focus on crafting compelling stories.
Hacker News users discuss Ren'Py's ease of use, especially for non-programmers, enabling them to create visual novels with minimal coding. Several commenters praise its accessibility and the large community supporting it. Some note its limitations, especially regarding more complex game mechanics beyond the visual novel genre, though acknowledge its suitability for its intended purpose. The scripting language is described as simple yet powerful enough for narrative-focused games. A few users mention its popularity for adult visual novels, though also highlight its use in more mainstream and non-adult projects. The engine's cross-platform compatibility and active development are also seen as positive aspects.
"The Deck" is an open-source, cross-platform card game engine built using Flutter. It provides a framework for developers to create and deploy their own digital card games across various platforms, including desktop, mobile, and web. The engine offers features such as networking for multiplayer gameplay, a customizable UI system for designing card visuals and game boards, and a scripting system using Lua for defining game logic and rules. This allows developers to focus on the unique aspects of their game design rather than the underlying technical implementation, accelerating development time and facilitating rapid prototyping. The project aims to be a versatile and accessible tool for both hobbyist and professional game developers.
Hacker News users generally expressed positive interest in The Deck, praising its cross-platform compatibility via Flutter, open-source nature, and potential for customization. Some questioned the long-term viability of maintaining such a project, and the choice of Flutter for a game engine. Several commenters suggested alternative technologies or approaches, such as Godot, Bevy, or a web-based implementation. A few users shared their own experiences with game development in Flutter, offering both encouragement and cautionary tales about performance and complexity. There was a brief discussion around monetization strategies and the difficulty of standing out in the crowded mobile gaming market.
OpenRA is a free and open-source real-time strategy game engine that recreates classic RTS titles like Command & Conquer, Red Alert, and Dune 2000. It modernizes these games with features like improved UI, gameplay enhancements, network multiplayer, and cross-platform compatibility. While remaining faithful to the original gameplay, OpenRA adds quality-of-life improvements, bug fixes, and even new content, providing a refreshed experience for veterans and newcomers alike. The project is actively developed and encourages community contributions.
HN users generally praise OpenRA's quality, noting its improved netcode, cross-platform compatibility, and active development. Several commenters share fond memories of playing the original games, and express appreciation for OpenRA's ability to revive these classics with modern conveniences. Some discuss specific features, like improved pathfinding and observer mode, while others highlight the challenges of balancing gameplay changes with nostalgia. The dedicated community and open-source nature of the project are also commended, with some users mentioning their own contributions. A few commenters mention alternative projects or express interest in seeing support for other classic RTS games.
Boardgame.io is an open-source JavaScript framework that simplifies the development of turn-based games, both digital and tabletop. It provides a core game engine with features like state management, turn order, and action validation, abstracting away common game mechanics. Developers define the game logic through a declarative format, specifying the game's setup, available player moves, and victory conditions. Boardgame.io also offers built-in support for various game clients (React, vanilla JS) and transports (local, network), making it easy to create and deploy games across different platforms. This allows developers to focus on the unique aspects of their game design rather than low-level implementation details.
HN commenters generally praised boardgame.io for its ease of use and helpfulness in prototyping board games. Several users shared positive experiences using it for game jams or personal projects, highlighting its clear documentation and gentle learning curve. Some discussed the advantages of its declarative approach and the built-in networking features for multiplayer games. A few comments mentioned potential areas for improvement, like better handling of complex game logic or more advanced UI features, but the overall sentiment was overwhelmingly positive, with many recommending it as a great starting point for web-based board game development. One commenter noted its use in a commercial project, a testament to its stability and practicality.
Summary of Comments ( 143 )
https://news.ycombinator.com/item?id=44038209
Hacker News users discussed the practicality and appeal of the author's approach to game development. Several commenters questioned the long-term viability of building and maintaining custom engines, citing the significant time investment and potential for reinventing the wheel. Others expressed interest in the minimalist philosophy, particularly for smaller, experimental projects where creative control is paramount. Some pointed out the existing tools like raylib and Love2D that offer a middle ground between full-blown engines and building from scratch. The discussion also touched upon the importance of understanding underlying principles, regardless of the chosen tools. Finally, some users debated the definition of a "game engine" and whether the author's approach qualifies as engine-less.
The Hacker News post "Making Video Games (Without an Engine) in 2025" generated a moderate discussion with several insightful comments. Many of the commenters engaged with the author's premise of building a game from scratch, using only libraries like SDL, and the implications of this approach for the future of game development.
Several commenters focused on the practicalities and trade-offs of engine-less game development. One commenter questioned the author's choice of SDL, suggesting that more modern alternatives like SFML might offer better performance and features for a similar level of control. Another pointed out the significant time investment required to build core engine functionalities, like physics and rendering, from the ground up. This commenter argued that while the learning experience is valuable, using an existing engine is drastically more efficient for most projects, especially for solo developers or small teams. Related to this, another user highlighted the potential benefits of smaller, more modular engines or libraries as a middle ground between full-fledged engines and building everything from scratch. They suggested this approach would offer more control than larger engines while still avoiding the considerable effort of completely reinventing the wheel.
The discussion also touched upon the evolving role of game engines and their potential future. One commenter predicted that engines might evolve into more specialized tools, catering to specific game genres or platforms. They envisioned a future where "micro-engines" or collections of libraries become more prevalent, empowering developers to customize their toolsets based on their individual needs. Another user suggested that the increasing complexity of modern game development might necessitate a shift towards more specialized roles within teams, with some developers focusing solely on engine-level development. They posited that this specialization might mirror the evolution of web development, where specialized frontend and backend developers have become commonplace.
A few commenters also shared their personal experiences and opinions on the matter. One commenter recounted their own experience building a game from scratch and echoed the sentiment that while challenging and time-consuming, it provided invaluable insights into the inner workings of game engines. Another commenter shared their preference for using existing engines but acknowledged the educational value and potential for innovation in taking a more DIY approach.
Overall, the comments reflect a nuanced perspective on the future of game development, acknowledging the benefits of both engine-based and engine-less approaches. The discussion highlights the importance of carefully evaluating the trade-offs between control, efficiency, and learning when choosing the right tools for a project. It also suggests a potential future where the game development landscape becomes more diverse, with a wider range of engines and tools catering to different needs and development styles.