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3d game engine

  • 26 Devlogs
  • 106 Total hours

a 3d game engine that making now almost for year it going right now in big refactor of opengl to vulkan and rhi with refactor and support for window and linux both

Ship #3

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

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Ship #2

-> 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 :)

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Open comments for this post

55m 54s logged

  1. so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem

  2. add buildbot that will test like github don’t support gpu
    to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus

i give better doc or reference next time to show it but it very hard and take month to search so that it

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Ship #1

This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures.

Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first:

->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup.

->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine.

link -> https://youtu.be/CHDIU61auYo

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