2025's exercise in game engine and logic modules.
Spoiler: Don't do it !!! Unless you intend to build your own custom engine in the futur, or be able to maintain your code in 20+ years.
Pros & Cons:
- less dependency to engine
- C++ 2020 / C 2017
- Engine
- Unreal (5.4.3)
- Unity (6.0.1)
- Godot (4.3)
- Defold (1.9.1)
- Raylib (5.0)
- TheForge (1.58)
- Features
- 3D
- Camera (Third Person)
- Skybox (Cube)
- Inputs (Gamepad)
- Lighting (World and Character)
- Material (Texture or Shaders)
- Physics
- Gravity
- Colision
- Audio
- Sound effects
- UI
- Main Menu
- Settings Menu
- 3D
- Examples:
- "Unreal" First Person (FPS)
- "Unreal" Third Person (TPS)
- "Matrix" Demo (OpenWorld)
Repository layout:
├── assets
├── docs
├── infra
├── lib
├── platform
│ ├── engine
│ └── game
├── standalone
│ ├── unreal_desktop_win64
│ ├── unity_desktop_win64
│ └── ...
└── tools
└── blender
└── ci
- start Unreal:
- create project "MyGameUnreal5"
- menu -> edit -> plugins -> add -> third party -> "MyGame"
- close Unreal
- start VisualStudio
- start Unreal
- start Unreal:
- menu -> tools -> open visual studio
- VisualStudio:
- code...
- hot-reload code(Ctrl+Alt+F11)
- Unreal
- play (Alt+P)
- test...
- detach camera / debug scene (F8)
- press ESC