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The article discusses the benefits and learning outcomes from developing a custom game engine from scratch.
ArcadeMaker is an open-source 2D cross-platform game engine written in C#, featuring its own scripting language and integrated IDE, inspired by GameMaker 8. The project is unfinished and the author seeks community contributions.
Bevy creator reflects on the engine's sixth anniversary, highlighting milestones like Bevy 0.17 and 0.18 releases, a new metrics system, merchandise store, and community jam, while looking forward to the next year.
Game Engine Black Books has been updated with a revised edition, high-quality print edition, and PDF version, and the LaTeX source code has been released. With forewords by John Carmack and John Romero.
The author details how he ported his JavaScript game engine to C and built Xibalba 64, a new physical N64 game published by Modretro — only the second new N64 game released since the console's commercial lifetime ended.
This article explains how to compute closing speed as the normal component of relative velocity between two objects using vector projection, with examples for physics simulations and game engines.
A detailed post-mortem of shipping a commercial VR game using Godot and porting it to PSVR2, discussing costs (~£80k early adopter tax), technical challenges like rewriting the render server, and community efforts for console porting.
A blog post discussing the reasons and considerations for building a custom game engine, sparked by Unity's pricing controversy.
Nicolas Zullo demonstrates a workflow using Codex and img2threejs to generate 3D game assets from text prompts, automatically integrating them into a game engine.
Peter Gostev built a Doom-like game using SQLite as the game engine, with ray tracing via recursive CTE, and integrated with Datasette for a real-time web interface. The project was created using GPT-5.6 Sol and demonstrates the creative potential of using SQL for game logic.
Fenris Creations has open-sourced the Carbon engine used in Eve Online, making it freely available on GitHub under permissive licenses to build community trust and enable contributions.
Microsoft has laid off most of the idTech engine team at id Software as part of massive layoffs across Xbox divisions, impacting a key game engine that powers many titles.
Someone used Fable 5 in the Godot engine to create a demo of web-swinging through skyscrapers, with smooth visuals. The uploader says that when writing Godot code, Fable 5 produces noticeably fewer errors than GPT-5.5, and the code quality is more reliable, indicating that the gap between AI programming models in the game engine field is starting to show.
Godot Engine announces a ban on AI-generated 'vibe coding' contributions due to review time bottlenecks, requiring disclosure of AI assistance and barring substantial AI-written code while allowing small completions.
Godot Engine announces updated contribution policies to address overwhelming PR volume and AI-generated contributions, including stricter rules on AI use and new contributor guidelines.
The Godot Foundation announced it will update its contribution guidelines to forbid AI-authored code and AI-generated text in communications, citing maintainer burnout and concerns about accountability.
OpenRA released playtest-20260222 featuring new random map generators for Red Alert, Tiberian Dawn, and Dune 2000, along with Dune 2000 visual effects overhaul and balance changes, and progress on the Tiberian Dawn HD mod integration.
Bohemia Interactive has released the source code of Arma: Cold War Assault (codename Poseidon) on GitHub under GPL-3.0-or-later. The code is modernized to C++20, supports Windows and Linux, and is intended for community modification and learning.
OpenMW 0.51.0 has been released, introducing new features for modders such as magic effects via Lua scripting and terrain vertex painting in the content file editor, along with bug fixes.
Bevy 0.19, a major update to the Rust game engine, introduces next-generation scenes (BSN format), faster rendering with more GPU work, contact shadows, new UI widgets, text input support, post-processing effects, and more.