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rajaryan1492007

@rajaryan1492007

Joined June 1st, 2026

  • 32Devlogs
  • 6Projects
  • 6Ships
  • 128Votes
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i just finally done all thing like stable etc . and search of all libs etc so can really work making really good engine i add milestone etc . u can still test project tho but it will just artitacture doc change and some sync bug fix .
other then that i add milestone so i can work on that now but i 19 now today so my hackclub will get end so i just ship to info that .
devlog is end but i will continue to work on this engine bcuz it been like year since i st working on it already so anyway .
and anything u wanna know u can check my project issues and roadmap

  • 4 devlogs
  • 14h
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i contribute to blender more for giving support for Android . So mostly i wrote fallback in vulkan and some other things . it was hard for and many time i forget to log and devlog but that it soon u will see android support .

ref
https://projects.blender.org/blender/blender/issues/162559

https://projects.blender.org/blender/blender/pulls/163126
https://projects.blender.org/blender/blender/pulls/162820
https://projects.blender.org/blender/blender/pulls/163630
https://projects.blender.org/blender/blender/pulls/163398

and this my last ship after that i will turn 19 year old at 14 sept soo byye :)

  • 3 devlogs
  • 28h
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-> I built the Unhuman Engine (UHE) a high-performance, custom 3D game engine written entirely from scratch in C++. It features a custom Vulkan rendering pipeline, Jolt Physics integration, and a 3D spatial audio system using miniaudio. Alongside the engine, I built a fully playable “Aim Lab” style 3D shooter game to showcase its capabilities, complete with skeletal animations, recoil mechanics, and a robust entity component system (ECS).

-> Building a Vulkan renderer from the ground up is notoriously difficult due to how explicit the API is. Getting the Vulkan swapchains, descriptors, and framebuffers perfectly synchronized was a massive hurdle. Beyond rendering, building the virtual file system (VFS) to correctly resolve asset paths across different platforms (Linux native and Windows via Wine) required a lot of trial and error, as did managing multithreaded memory cleanup for the audio subsystem to prevent Because of the custom Vulkan architecture and strict C++ optimizations, the game hits 900+ FPS in release builds, even on integrated graphics! the custom pixel-perfect 3D entity picking system we built using Vulkan framebuffers (instead of relying on standard physics raycasting). Finally, the engine architecture is scalable enough that it’s not just for games—it’s designed to handle heavy robotics and autonomous vehicle simulations in the engine .

-> The engine supports both Linux and Windows to play the game, just run the UHEGAME executable inside the bin folder. Important: Make sure the assets folder (which contains the 3D models and audio files) is sitting right next to the executable in the same directory, otherwise the game will fall back to a safe mode. Controls: Use your mouse to aim, Left Click to shoot the targets, and press ‘R’ to reload the animated 3D pistol

also i write it too big bcuz last time many people said they don’t understand what i did .

about running it u can run it in windows and linux both see window build and linux build there to work able excutable file one is uhegame.exe and uhe_editor.exe one is game and other is editor
https://github.com/rajaryan2007/UNHUMAN/releases/tag/alpha

i will improve the game as time goes i just st with vulkan and other
if u have any problem u can ask here
https://github.com/rajaryan2007/UNHUMAN/issues

if still don’t understand don’t rate down read or search or just read devlog and understand instead of low rating

thankyou :)

  • 17 devlogs
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i Don’t know how explain about this but simply i contributed to blender it take lot of time i st blender code when i st my another project game engine compare to o3de and engine blender feel little easier bcuz i was little familier from st so i st making engine taking refernece from it as to mostly what i do is with ai or without i first understand math etc bcuz blender have too math etc but i left the part module and crazyspace type things and focus more on eevee and rendering i know devlog is less bcuz there nothing to say my self i don’t feel like it too confussing but some after asking maintainer etc i was able make pr and some get merged link https://github.com/blender/blender/commit/c706f68c68789be7a0576e0df8509f2b8388be8a

https://projects.blender.org/blender/blender/pulls/160821
https://projects.blender.org/blender/blender/pulls/160420
https://projects.blender.org/blender/blender/pulls/160382

  • 2 devlogs
  • 10h
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