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What Engine are you using?

A topic by NorthStateGames created Feb 21, 2024 Views: 558 Replies: 16
Viewing posts 1 to 14

Hey everyone! I submitted one 7DRL a few years ago but it was rushed and simplistic. Looking forward to this year's jam and would love to know what engines or lack thereof everyone is using!

I'm planning on using Rot.js but am not 100% sold. Will decide in the next few days myself. 

moved this topic to Other 7DRL Challenge topics

GameMaker. I know my way around it pretty well, and I have a roguelike template so I don’t have to reinvent the wheel for the standard bits. The only downside is there is no standard roguelike library so if I want to do stuff like BSP or more advanced FOV algorithms I have to figure out how to do that stuff myself.

That's awesome. I used GMS2 for my 7DRL two years ago. Agree, that FOV and pathfinding with turn based are definitely the difficult aspects of using GMS.

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I had been tinkering with an old vanilla Javascript engine I had started years ago while killing time on lunch breaks. Dusted it off a few days ago and have been aggressively working on bringing it up to speed and adding features so it can be ready for this year. Pure vanilla JavaScript Roguelike Engine, similar to Jeremiah Reed's awesome Broughlike tutorial, but structured to make a more traditional Roguelike.

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Godot 3.5 and a roguelike framework I did (like a template)

No engine. I'm using D3D11 for my graphics API.

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I will try to make rougelike with https://bevyengine.org/ I'll have idea for a 3D pixelart, we'll see if I have enough time to make some prototype at least :D

Unity. I've just got too much framework and knowledge invested to jump engine right now.

Go: https://go.dev/
tcell: https://github.com/gdamore/tcell
Ebitengine: https://ebitengine.org/

are libc and ncurses engines?

I am writing an engine from scratch using: pyTermTk

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I'm using RotJS and not much else. It's been good, but I have bumped up against some frustrating limits. I wish I could get a crisper rendering of the console. Everything being anti-aliased feels a bit off to me. And I wish there was more native support for transparency and layers so I could composite tiles more easily. But stuff like FOV and pathing working out of the box has been hugely helpful. 

Agree the out of the box stuff in ROTJS is great. I nearly went with that for the jam myself. 

You can disable browser antialiasing of resized images fyi! try the 

image-rendering: pixelated;

CSS property

Yeah.... I did find that option but I think I also need a pixel font to pair it with. A future improvement I think. :D Made my peace with it for now.

UE4

My own engine in C++ & SDL2 & OpenGL.