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Products that do what I made a 3D networked open world automation game with no game engine does
Over the last 4 years I've been developing Skyformer, including making all the art. Technical features include: - OpenGL for graphics, OpenAL for sound, GLFW for input - Terrain rendered using techniques inspired by REDengine 3 with a custom terrain/world editor. - Networking framework for co-op with TCP + custom binary protocol - Immediate mode UI framework, SDF text rendering - Cascaded shadow mapping with soft shadows. - Weather simulation (with my own fake physics) - Dynamic skydome - Water based on Gerstner waves - Swept-sphere collision detection and response - Soft-particles…
- 1IB
I've been working on an MMORPG that is now in alpha as a solo developer. Here are the major open source technologies that I use: Blender - 3D modeling software for creating the overall environment and every game object. I've gotten a lot of CC and Public Domain assets from https://poly.pizza GLTF - I export assets from blender to the GLTF asset format JSON - I write a JSON config for every game object that describes things like its name, its interactions, its collisions, etc. Node.js exporter - I iterate over the environment and every asset to create a scene hierarchy. I use…
2024 · alpha.reconquer.online
- 2AM
Hello HN! We’re a small creative studio specializing in real-time 3D experiences. Netlify approached us to design and build an interactive experience to celebrate reaching 5 million developers. Inspired by the classic game Marble Madness, we created a gamified experience where users control a ball through playful, interactive levels. The goal was to blend marketing content with the look and feel of a game to engage users. The app is built with Three.js [1], using our custom render pipeline and shaders, and uses Rapier for physics simulation [2]. The 2D content is overlaid on the WebGL view…
2024 · 5-million-devs.netlify.com
- 3CA
Hi all This has been my hobby project for quite a few years now It started as a small engine to serve as a sandbox to try out new 3d graphics ideas After adding many features through out the years and re-writing the entire engine a few times, this is the latest state It currently supports loading models with animations, textures, lights, shadow maps, normal maps, and some other goodies I've also recently added voxel raymarching as an alternative renderer, along with a fun physics simulation :)
2024 · github.com
- 4IM
Modd.io is a collaborative game editor that runs in browser. It's kind of like Figma for game dev. We made this engine low-code and multiplayer-first, so developeres can quickly prototype casual multiplayer games. I hope some of you guys will find this useful. Would love to hear feedback also. Thank you. Engine Demo: https://www.modd.io
2023 · github.com
- 5OS
So just for fun, I wrote a complete multiplayer game in pure C++. I even wrote my own texture atlas packer, which is now used by Assassin's Creed, 2 scientific publications as well as a drone manufacturing company - each of these basically mentions the name of my game. There is even a claim that Unity patented some of the ECS ideas that originate from this project. See https://github.com/TeamHypersomnia/Hypersomnia#tech-highligh... for details. By the way the game is pretty darn good. 10 people connected yesterday to test a new map:…
2023 · github.com
- 6F3
A liminal brush-based CSG editor and game engine with unified (forward) renderer inspired by Radiant and Worldcraft/Hammer Compact and lightweight (target: Snapdragon 8CX, OpenGL 3.3) Real-time lighting with stencil shadows without the need for pre-baked compilation
Mar 2026 · github.com
- 7LE
2017 · github.com
- 8PE
2018 · github.com
- 9TF
It's free to play on steam, but you'll need a computer with a dedicated graphics card. I just released a new version after first releasing it 18 months ago. It's been a hard slog to scrounge time as it's not my day job but that's life. There's a ton of obvious improvements in the future (weather systems, temperature, varying rainfall, ice/snow, more biomes, more plate tectonics, lava, etc) but all suggestions/feedback is welcome.
2023 · store.steampowered.com
- 10AR
I think it's finally time to lock version 0.2 of my 4d side project. (Since previous Show HN a couple of years ago: https://news.ycombinator.com/item?id=37100760 I scrapped lots of stuff and concentrated on making a javascript "game engine") The sole purpose of this project is to explore whether it's possible to make the human brain spatially aware of four dimensions using Virtual Reality. It’s my first ever game project, my first time using Unity, first time writing C#, and my first anything with WebXR, so please be gentle! To manage expectations, it isn't visually pleasing…
2025 · brainpaingames.com
- 11DP
My cousin and I love the Terraforming Mars board game. But we'd often get overly excited and knock our pieces off of our boards, losing track of our progress. So I digitised it. It comes with a few cool features like resource conversions (e.g. converting plants to greenery), production phase, offline, mobile-friendly and keeps track of the history using the browser history itself. Sharing this here in case there are any other TM fans that could also find some use in this :)
2024 · terraforming-mars-player-board.netlify.app
- 12OR
2014 · openra.res0l.net
- 13

- 14AP
So, after years of abandoning Rust after the hello world stage, I finally decided to do something substantial. It started with simple line rendering, but I liked how it was progressing so I figured I could make a reasonably complete PSX style renderer and a game with it. My only dependency is SDL2; I treat it as my "platform", so it handles windowing, input and audio. This means my Cargo.toml is as simple as: [dependencies.sdl2] version = "0.35" default-features = false features = ["mixer"] this pulls around 6-7 other dependencies. I am doing actual true color 3D rendering (with Z buffer,…
Sep 2025 · totenarctanz.itch.io
- 15SA
2013 · skycraft.io
- 16

- 17LA
2019 · emh.lart.no
- 18OS
2016 · github.com
- 19

- 20EA
2019 · github.com
- 21LW
I'm one of the developers of Spark, a new open-source 3D Gaussian Splatting renderer (sparkjs.dev). While developing Spark, we built a WebXR demo that lets you experience a stream of 3D AI-generated worlds from "inside". These worlds were made by World Labs from text+image prompts last year, and I think it's really cool to imagine what's going to be possible in the near future! If you have a Quest 3 or Vision Pro, open up lofiworlds.ai in the web browser and make sure to enable hand tracking so you can "touch" the 3D Gaussians :). Tap your wrists together to toggle spotlight mode. The demo…
2025 · lofiworlds.ai
- 22AN
Most games have limits. You can only use preset features, need coding for customization & adding mods, require expensive extra devices. We wanted to remove those barriers. That’s why we are building space zero—a browser based 3D world powered by AI. We plan to build players can freely mix items to generate unexpected creations with unique properties and sounds. Also the world itself is dynamically generated, evolving endlessly. I uploaded a demo version I’ve been working on for the past month! I hope to get any feedbacks or comments :)
2025 · 0.space
- 23AM
Hi everyone! I'm one of the developers behind this project. I wrote it with my two brothers, Daniel and Ricardo. For years the three of us have been curious about how multiplayer games work, which is why we decided to work on this project. Our goal was to gain a deep understanding of how different players can share the same 3D space, which is why we wrote our own tiny game engine instead of using something like Unity. We wrote the engine using C++ and OpenGL, and we then compiled it to WebAssembly using Emscripten so that it would run effortlessly on web browsers. We are really excited about…
2022 · play.moonlightmuseum.io
- 24AE
2024 · github.com
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