Not to be polite but I am like him too, I build my own game engine from scratch but mine is much better than Godot even with simple features, like rendering and simulation like clothing, it just surpasses Godot. I cannot say the feature as its a secret, if Godot creator knows it then they may copy the idea.
@@manda3dprojects966 I will never understand why people clearly gatekeep features when they live among the people who literally provide free software for anyone to use and even keep the source code available to anyone. Just contribute to the open source projects and help millions of people. Why are people like you so consumed by capitalism?
@@thev01d12I mean you spend 9 years making a game engine, there must have been a problem with the existing engines that you were trying to solve, or you had new ideas to make a better game engine, right? We want to know what they are. If you don't have a reason like that then that you wasted 9 years for nothing
Do you have any benchmarks to evaluate the performance of the engine as compared to for example UE5? Like, how well does it perform with large amount of meshes in the scene or long render distance in high mesh density open worlds. Or is that not what the engine is aimed for? Maybe its also too minimal and most of what i spoke about depends on your own implementations, i dont know.
Wow. I wish I was notified for this 7 days ago, but sadly I wasn't. This looks amazing! I watched your videos about this engine for a few years now, but I had no idea that you had been making it for 9 years. Great work! And I can't wait to use it!
@@GuilhermeTeres Do you have any show cases of games developed with this? Or what exactly should I look when for to see what the engine is capable of? How big is your team? How many LOCs?
This is actually sick. It looks like a mix of all the great engines(Unity, Unreal, Godot) but more down-to-earth. This has insane potential! Do you have any plans for more advanced features for graphics and animations?
Thanks bro! Yes I have a lot of plans regarding everything! From simple stuff that is already in the works such as terrain system, web export, better default shaders, to more advanced features for the future such as visual shader editing, etc. This regarding graphics alone, as you asked. It's also good to mention that currently you can already dump all default engine shaders and write your owns in glsl if you want. So it's very nice.
That's a Cool game engine! I watched your videos and used Cave engine 0.9 I think for making my first game, but I didn't knew you were working on it for 9 years! Great Job, Keep up the good work!
nice to see the Folder object, in Unity it would be nice to have something like that, as many people uses the empty as a folder but it can give bad performance when many objects are inside an empty because need to be calculating the parent matrices.
Not only the Python thing that tandomrandom mentioned, but the fact that that is lightweight, not bloated and simple to use and most importantly: made FROM a Game Dev (actively using it) TO a Game Dev (you). I am tired of engines being made by thousands of programmers there are not actively using it to see what is going on and what is wrong with it.
@@GuilhermeTeres A brand new engine by a single person is very risky... I dont wanna sound like im not for the underdog but like i said... risky for long term support..
Implementing a Ctrl + Z functionality would be highly beneficial for restoring the previous state before changes, similar to how it works in most other applications.
This seems pretty neat, looking forward to trying it out. Python concerns me just because of the lack of type safety and Garbage Collection. Interested to see how scalable scripting in it will be. Very nice work!
Thanks. Python is actually very good for a game dev, believe it or not. I really like the language for it and that's why I keep pushing it forward. We used it to make our last open world game and we had no problems at all running hundreds of scripts every frame. It's also worth mentioning that the engine resources are not handled by python garbage collector.
What support will I have when purchasing your engine? What difference will I have using your engine? What is the advantage of publishing a game using your engine? These are simple questions that you should have asked yourself if you thought this would be well accepted in the games market...
That's actually a good question, thank you for asking it. There is a lot of reasons and I will start with the most obvious ones and I'll finish with the one that I don't believe it's too obvious but it is definitely the main one for me. Cave Engine is an engine made FROM a developer, which is me and my team, TO a developer (me and you) and it's meant to be simple with no bloated code, no overhead and or overly complicated stuff. The goal for this engine is to make the development simple. Of course, you can argue that every single engine says the same thing but I actually mean it in this case! You will realize that it won't take you more than an hour or so to understand most of the principles of the engine and all its architecture to get started making your game and you can use Python as a scripting language, which is a personal preference that many people have, me included. I really like Python and I believe it's good to make video games with it but unfortunately we do not have a lot of Python scripted engines. We have Blender game engine which is the engine that I was using for most of my game development career but of course it is getting old, dated, and we can have some better options nowadays (bge is good tho, mad respect to it). Cave is very lightweight so when you make your game using it you're not worrying about the engine itself being heavy or costing a lot of performance or even space in disk. As a matter of fact, if we export the game using Cave and zip it to ship to the players, the engine part will only weigh about 5 or 6 megabytes and my goal in the long term is to make the entire engine including the editor to be less than 1 megabyte unzipped. I don't want the engine to get in your way and bother you from focusing on what actually matter (your game)! Cave Engine's license is also good for you to make any games you want because once you purchase it you don't have to pay any royalties or worry about the subscription or the license changing or whatever. The version you have in your hands will remain being yours and that's it. You can make your games and be happy with it. I call it a "black box philosophy": you can buy it, store it in a pen drive for 50 years, then open it again (assuming that you have the same machine lol) and still make games with it as you would today. Now I will go to the main argument that I said in the beginning of this comment that I believe it's the most important one: As I said, Cave engine, different from most other alternatives: is an engine MADE FROM a developer TO a developer. What do I mean about that? Well, I am not just a programmer that works full-time making this engine: I am also a programmer that works full-time making GAMES with it! Meaning that I'm actually using it actively to create our projects. I am the main developer but I also am the main user. Meaning that before YOU use anything in this engine, you have to know that me and my team here at Uniday Studio have been using this same thing for a long time and, because of that, it's battle-tested, it is optimized and we know the issues, we fix the issues and all that. The only other engine that I can think of currently in the market, currently in the market, at least for the big ones, that have a similar approach is Unreal Engine. Because, of course, Epic Games developed Fortnite and many other titles using it. Which, of course, brings a lot of development and expertise to the engine and it's visible to see how it is evolving. But it is a huge AAA level engine and team behind it. So, most of the time if you are a single dev or a small studio, it may be overwhelming for you to use because the people behind it are a huge studio. Since we are a very small studio here, our engine is optimized for it! Meaning that if you are an indie dev or a small studio the engine will probably be a good fit for you. I have already did some very deep analysis including quantitative and qualitative regarding code, contributions and all that. Comparing Cave to other public and known engines such as Godot. But this analysis is in Portuguese (videos), I may have to translate it to English before I can link here. One thing that is very important is exactly the fact that many of the developers in those other engines, as I'm saying here in this comment, are not actively using the engine to make games! They are actively developing the engine, not games with the engine, which is very different. There are exceptions to this rules of course, but when you think about the MAIN DEVS, meaning the ones with most knowledge (and consequentially most chances of making big changes/improvements to the code), that's exactly the case: working in the engine, not in using the engine to make games. One thing is to develop features and release it to the public. The other thing is develop a feature that you will personally spend a lot of time using it, because if this feature has a problem, you will be the first one hurt, not your user base. And that's exactly the case for Cave. ➡ TLDR: So the too long don't read is: if you like Python as a scripting language and enjoy the concept of having a very tiny, but powerful engine at the same time to power all of your game without having to worry about fees, bloated code, drama, etc. And most importantly, if you want to use a game engine that is made BY a game developer actively using it TO a game developer, which is you, then Cave engine may be the perfect fit. I might turn this into a video to guide more people for the answer. Thank you for commenting.
I suggest you drop the python scripting in favor of a language that is compiled and non garbage collected or even roll your own, odin is a good alternative it has typeinfo and is compiled. many serious game developers are looking for a non massive engine with native language for scripting, unreal compile times are unusable nowadays godot is interpreted and GCd unity uses C# while jitted still GCd there isn't any competition in this space.
Exactly lol, he says the engine is small and "non bloated" but it doesn't really matter how non bloated the engine is if games are forced to run terribly anyway due to using python which is notoriously slow, in any even modestly complex project a lot of the processing time will be spent in the python part which is going to drag the fps of the game down massively, it would be far better to use luaJIT if you *need* to use an off the shelf scripting language
One of the entire point why have been making this decision for so long is exactly to fit the Python niche which I belong in like it personally. We've been using Cave to make commercial games for a long time now. And I have to say that performance is absolutely the last problem that we have when it comes to Python. To be fair, we've spend the year, making an open world game and the only adjustment I had to do regarding python performance was to automatically pre-compile the scripts. Python is very powerful and the workflow for game development using it is nearly perfect my personal opinion because it's so simple and there's absolutely no time wasted compiling stuff, etc. Cave is a Python scriptable engine in its core. 😁
Yeah i remember i attempted to write an engine in C when i was kid, i dont remember it super well but i think i managed to make it work and it looked kind of like Doom.
👀 you are great 🎉🎉 amazing creating an game engine is hard and very hard for me i dont know how do it but i can use it 😅. But really great for your work because you spend 9 years for making this. Congratulations 🥳 keep it up
One thing I’ve learned as a developer, nothing is ever done or finished. It’s just in a presentable state. Because everything can be adapted, improved, and expanded.
My dealbreak is actually Vulkan/DirectX, I'll try out your engine since I am working on remake of 1st FPS Shooter from a popular-valve game. Great work Guilherme
Nice! I believe that ir could indeed be a good fit for your project! Regarding the graphics api, I currently don't have any reason to port it to vk/dx, since it already works very well on ogl and most importantly: I am working on web support, which is primarily opengl nowadays. In the future, if we grow enough to allow console support, then I'll inevitably write more rendering backends such as DX for Xbox, which I do have industry experience in anyways. 😁
@@budgetarms it does especially the controls and ui, it uses python, it's got a different look though this looks more sharp. I honestly think this looks pretty cool though, i like the idea of making something with an engine not many games are made with.
Cool Project man, it looks so good! Do you have any resources that you would recommend for someone who wants to learn how to make a game engine? It seems like a fun and endless Project to work on!
I'm a Game Dev student and have been learning Unity for 2 years. Now I'm doing a Bachelor next year where I'll need to learn Unreal Engine. Your Engine looks very appealing to someone who is new to game development.
First of all, congratulations on such a gigantic achievement. Creating an engine from scratch and that is efficient is not easy. Much less in 3D, not counting exports to certain lenses. Secondly, I think the more engines there are, focused on a certain need, is good, so instead of having so many generalists, we start to have specialized game engines. And that's good for the video game market and industry. Thirdly, I wish you every success. And that its engine continues to grow and contribute to the industry.
Thank you for the kind words, I really appreciate your support! I agree with you regarding specific vs generalist engines. For cave, I am trying to find a sweet spot.
@@GuilhermeTeres It would be the smartest thing to do to seek a balance. Competition in generalism is difficult, especially if you work with few or only one person. Maybe focusing on something that is really necessary and that other great engines do not have, is the way to stand out. What problem does it seek to solve? Learning curve, excess controls in interface, cumbersome programming language, bad movement in 3d viewport, difficulty in implementing decent AI, excess consumption of resources both in target and in the development team? What do you like best, focusing on 3D or 2D, or 2.5D, or both? Can I give an excellent development to both cases, both 3D and 2D? Or am I willing to hire others to supplement my developing weaknesses? I think it is important to ask yourself these questions in order to have a clear objective. My wish is that it goes well, since the more options, the better for the developers, but of course, let's remember that there is a saying: 'He who covers a lot does not squeeze'. It is better to have an engine that is specialized in something and that is one of the best, than just another generalist in the group. Take the case of ZBrush, for example, a benchmark in its field of sculpture. Don't be discouraged, now it's a matter of fine-tuning small details. The machine is created, you just have to adjust it. ;) Many successes and congratulations on your achievement, it is admirable. :)
WoW! One thing i really really like about it is the fact it's using python. I really like Uniity's C# .. but don't like the engine itself.. I really like Unreal Engine .. but dont like that Blueprint stuff & C++... I'd love to see a good Engine that supports some good programming / Scripting language. Keep your work up!
Very impressive Guilherme - you made it easy to do difficult stuff which is the core purpose of any engine, so well done. Do you have a good terrain system with auto texturing based on angle and height from heightmaps ? and with ability to get correct walk sounds from each texture change underneath the player ? Do you have particles with collision to the world (and player) ?
@@GuilhermeTeres Hey I have a CUDA application, that can run in any application, I built it using C++ do you want to try it, the CUDA application offloads threads to the GPU to perform computations and make predictions, defrag memory replaces memory with predicted data
A few reasons: * It supports PBR materials * It has a Filmic color correction * It supports all modern effects like ambient occlusion, reflections (screen space and cubemap), cascade shadows, transparency/translucency and so on * It supports Ray Tracing (and their own implementation - Lumen) To understand better what does what - just download Unreal Engine 5, load some custom map (like forest) and disable/enable features one by one. And of course google. A LOT of googling required! xD
@GuilhermeTeres what? 15mb? That's a setup file? How is that possible, how can it render or run at all? Does it have to be running on an internet connection
@ it doesn't require Internet connection and it's not a set up, it's the entire engine. As a matter of fact, most of it are the engine icons and fonts. 😅 people are used to engines weighting a lot, but as I always said this is very wrong! An engine is not supposed to weight much, it does due to the unbelievably high amount of bloated code.
@@GuilhermeTeres It's not just "bloated code". Unity, for example, takes about 5GB on disk, so you're saying that you're doing the same within 15MB? Because all the rest is useless nonsense? Are you kidding me? This makes me think of the videos where people brag about "doing Minecraft in 24h." That's not because you have a cubic world you can modify that you have Minecraft. And it's even more true for a game engine. I mean no offense to you; what you've done is very impressive for a single person, but to even think that 1 person can do better than a 5000-person company is unbelievably pretentious. I don't even have words. Your engine might be good for very simple projects that fit in your limited set of functionalities, but talking down big engines like "ahah this is so much better, people are st0pid for using a bloated engine like UE" is complete nonsense. If I can give you advice, specialize deeply. Specialize in a niche type of game for which you can give tools that are above what generic engines can do; otherwise, I don't see why using your engine. Also, having only 1 person behind a project like this is very detrimental for any serious use. What will happen to the engine if you're gone? What will happen if you lose interest in the project? If you're overwhelmed with the support requests? Developing any serious game is a multiple-year endeavor, involving several people and a lot of money. You don't place dice with a single guy engine that will do better than the big guns of the market. Just like the people that left Unity for Godot, I think most of them didn't have a real project in the making, with real investments and deadlines. The people that can change engine on a whim because of some drama are the same as the people that will idolize this kind of project: hobbyists, students, indie devs that didn't ship more than a small mobile game (for those that even published anything).
It looks well made. Godot is my favourite engine and this is quite similar but one thing that is really lacking in Godot is terrain. Consider adding a good terrain tool with heightmaps and holes.
can we please get a video where we can see the graphical capabilities of ur engine? As now days unreal engine is way ahead I think we would like to see that. Also can we see some benchmarks to compare. I would also like to see multiplayer and how it runs as well as a big map and how it performs
Probably! But I am not really a good artist so I'm not really sure how to put together a badass scene to showcase it. Maybe the new users we will eventually make it.
-- I don’t like programs that require an internet connection.
-- This is the best quote I’ve heard from developers in the last 15 years!
Yes! World would be much better if ALL offline programs were.... well... offline! :P
Wow, 9 years? That’s crazy impressive. Congrats, man, i really mean it.
Thanks bro, it was a long journey! 😄
Not to be impolite, but why should I choose your paid engine over any other free like Godot or Unreal? Didn't find any advantages in this video
Not to be polite but I am like him too, I build my own game engine from scratch but mine is much better than Godot even with simple features, like rendering and simulation like clothing, it just surpasses Godot. I cannot say the feature as its a secret, if Godot creator knows it then they may copy the idea.
@@manda3dprojects966 Source: "Just trust me bro, mines better"
@@manda3dprojects966 I will never understand why people clearly gatekeep features when they live among the people who literally provide free software for anyone to use and even keep the source code available to anyone. Just contribute to the open source projects and help millions of people. Why are people like you so consumed by capitalism?
Don't if you don't want to. What kind of dumb question is that?
@@thev01d12I mean you spend 9 years making a game engine, there must have been a problem with the existing engines that you were trying to solve, or you had new ideas to make a better game engine, right? We want to know what they are. If you don't have a reason like that then that you wasted 9 years for nothing
Do you have any benchmarks to evaluate the performance of the engine as compared to for example UE5? Like, how well does it perform with large amount of meshes in the scene or long render distance in high mesh density open worlds. Or is that not what the engine is aimed for? Maybe its also too minimal and most of what i spoke about depends on your own implementations, i dont know.
Wow. I wish I was notified for this 7 days ago, but sadly I wasn't. This looks amazing! I watched your videos about this engine for a few years now, but I had no idea that you had been making it for 9 years. Great work! And I can't wait to use it!
Dude this is sick, amazing. I hope some big studio uses it for one of their games and it takes off.
Doubt any big studios would use this but looks like a nice engine for indie games.
Thanks bro! Yeah that would be dope! We are using it here in our studio, I hope we manage to make some big popular game with it. :)
Big engines have hundreds of developers. This is just a basic toy engine and no big studio would ever use it.
@@JesterFlemming not a toy engine, pal. As a matter of fact, it has similar feature list and even LOC count to other commercial engines.
@@GuilhermeTeres Do you have any show cases of games developed with this? Or what exactly should I look when for to see what the engine is capable of?
How big is your team?
How many LOCs?
This is actually sick. It looks like a mix of all the great engines(Unity, Unreal, Godot) but more down-to-earth. This has insane potential! Do you have any plans for more advanced features for graphics and animations?
Thanks bro! Yes I have a lot of plans regarding everything! From simple stuff that is already in the works such as terrain system, web export, better default shaders, to more advanced features for the future such as visual shader editing, etc. This regarding graphics alone, as you asked.
It's also good to mention that currently you can already dump all default engine shaders and write your owns in glsl if you want. So it's very nice.
That's a Cool game engine! I watched your videos and used Cave engine 0.9 I think for making my first game, but I didn't knew you were working on it for 9 years! Great Job, Keep up the good work!
Thanks, that's awesome!
So happy for this🎉🎉 will try it today!
Thank you!
nice to see the Folder object, in Unity it would be nice to have something like that, as many people uses the empty as a folder but it can give bad performance when many objects are inside an empty because need to be calculating the parent matrices.
The folder 📁 extension for unity though.
I use free asset's for folders in unity.
Yes, it's very handy and there is no matrix calculations in this case, as you said!
Subbed. So awesome. Can not wait for the games coming out of this
Thanks bro!
Coding your own engine is mad impressive.. but... what problems are you solving that free one are lacking?
exposing python API itself a reason to buy for so many people.
Not only the Python thing that tandomrandom mentioned, but the fact that that is lightweight, not bloated and simple to use and most importantly: made FROM a Game Dev (actively using it) TO a Game Dev (you). I am tired of engines being made by thousands of programmers there are not actively using it to see what is going on and what is wrong with it.
@@GuilhermeTeres i mean the entire reason unreal exists for example is because they coded it for their own game. mad respect still
@@GuilhermeTeres A brand new engine by a single person is very risky... I dont wanna sound like im not for the underdog but like i said... risky for long term support..
@Nooobbbyyy Yes but it has grown way more into that. unreal 1to unreal 3 are game specific engines mostly, but unreal 4 is wayy more advanced
Congrats bro!
Congratulations bro. Welldone
Thanks!
Implementing a Ctrl + Z functionality would be highly beneficial for restoring the previous state before changes, similar to how it works in most other applications.
This seems pretty neat, looking forward to trying it out. Python concerns me just because of the lack of type safety and Garbage Collection. Interested to see how scalable scripting in it will be. Very nice work!
Thanks. Python is actually very good for a game dev, believe it or not. I really like the language for it and that's why I keep pushing it forward. We used it to make our last open world game and we had no problems at all running hundreds of scripts every frame. It's also worth mentioning that the engine resources are not handled by python garbage collector.
"Welcome to Cave Engine 1.1, after 9 years in development, hopefully it will have been worth the wait, thanks and have fun."
Very Skibidi, thank you for your 9 hard years of work, Great Job!
What support will I have when purchasing your engine?
What difference will I have using your engine?
What is the advantage of publishing a game using your engine?
These are simple questions that you should have asked yourself if you thought this would be well accepted in the games market...
not everything needs mass market adoption to be worthwhile
That's actually a good question, thank you for asking it. There is a lot of reasons and I will start with the most obvious ones and I'll finish with the one that I don't believe it's too obvious but it is definitely the main one for me.
Cave Engine is an engine made FROM a developer, which is me and my team, TO a developer (me and you) and it's meant to be simple with no bloated code, no overhead and or overly complicated stuff. The goal for this engine is to make the development simple. Of course, you can argue that every single engine says the same thing but I actually mean it in this case! You will realize that it won't take you more than an hour or so to understand most of the principles of the engine and all its architecture to get started making your game and you can use Python as a scripting language, which is a personal preference that many people have, me included.
I really like Python and I believe it's good to make video games with it but unfortunately we do not have a lot of Python scripted engines. We have Blender game engine which is the engine that I was using for most of my game development career but of course it is getting old, dated, and we can have some better options nowadays (bge is good tho, mad respect to it).
Cave is very lightweight so when you make your game using it you're not worrying about the engine itself being heavy or costing a lot of performance or even space in disk. As a matter of fact, if we export the game using Cave and zip it to ship to the players, the engine part will only weigh about 5 or 6 megabytes and my goal in the long term is to make the entire engine including the editor to be less than 1 megabyte unzipped. I don't want the engine to get in your way and bother you from focusing on what actually matter (your game)!
Cave Engine's license is also good for you to make any games you want because once you purchase it you don't have to pay any royalties or worry about the subscription or the license changing or whatever. The version you have in your hands will remain being yours and that's it. You can make your games and be happy with it. I call it a "black box philosophy": you can buy it, store it in a pen drive for 50 years, then open it again (assuming that you have the same machine lol) and still make games with it as you would today.
Now I will go to the main argument that I said in the beginning of this comment that I believe it's the most important one:
As I said, Cave engine, different from most other alternatives: is an engine MADE FROM a developer TO a developer.
What do I mean about that?
Well, I am not just a programmer that works full-time making this engine: I am also a programmer that works full-time making GAMES with it! Meaning that I'm actually using it actively to create our projects. I am the main developer but I also am the main user. Meaning that before YOU use anything in this engine, you have to know that me and my team here at Uniday Studio have been using this same thing for a long time and, because of that, it's battle-tested, it is optimized and we know the issues, we fix the issues and all that.
The only other engine that I can think of currently in the market, currently in the market, at least for the big ones, that have a similar approach is Unreal Engine. Because, of course, Epic Games developed Fortnite and many other titles using it. Which, of course, brings a lot of development and expertise to the engine and it's visible to see how it is evolving. But it is a huge AAA level engine and team behind it. So, most of the time if you are a single dev or a small studio, it may be overwhelming for you to use because the people behind it are a huge studio.
Since we are a very small studio here, our engine is optimized for it! Meaning that if you are an indie dev or a small studio the engine will probably be a good fit for you.
I have already did some very deep analysis including quantitative and qualitative regarding code, contributions and all that. Comparing Cave to other public and known engines such as Godot. But this analysis is in Portuguese (videos), I may have to translate it to English before I can link here. One thing that is very important is exactly the fact that many of the developers in those other engines, as I'm saying here in this comment, are not actively using the engine to make games! They are actively developing the engine, not games with the engine, which is very different. There are exceptions to this rules of course, but when you think about the MAIN DEVS, meaning the ones with most knowledge (and consequentially most chances of making big changes/improvements to the code), that's exactly the case: working in the engine, not in using the engine to make games.
One thing is to develop features and release it to the public. The other thing is develop a feature that you will personally spend a lot of time using it, because if this feature has a problem, you will be the first one hurt, not your user base. And that's exactly the case for Cave.
➡ TLDR:
So the too long don't read is: if you like Python as a scripting language and enjoy the concept of having a very tiny, but powerful engine at the same time to power all of your game without having to worry about fees, bloated code, drama, etc. And most importantly, if you want to use a game engine that is made BY a game developer actively using it TO a game developer, which is you, then Cave engine may be the perfect fit.
I might turn this into a video to guide more people for the answer. Thank you for commenting.
Very nice. The documentation improved a lot. Well done, keep it up!
mad respect bro also Marry christmas eve
Thanks mate! Merry Christmas!
Seems like a good alternative for making 3d games if you hate unreal and unity. Cool engine and love the shortcuts
Thank you for the support! Glad you liked the shortcuts 😁
This has potential!
Thanks
I suggest you drop the python scripting in favor of a language that is compiled and non garbage collected or even roll your own, odin is a good alternative it has typeinfo and is compiled. many serious game developers are looking for a non massive engine with native language for scripting, unreal compile times are unusable nowadays godot is interpreted and GCd unity uses C# while jitted still GCd there isn't any competition in this space.
Exactly lol, he says the engine is small and "non bloated" but it doesn't really matter how non bloated the engine is if games are forced to run terribly anyway due to using python which is notoriously slow, in any even modestly complex project a lot of the processing time will be spent in the python part which is going to drag the fps of the game down massively, it would be far better to use luaJIT if you *need* to use an off the shelf scripting language
@@jlewwis1995 i think lua jit is better than python but still its has GC if you ever played a game where it freezes occasionally thats the GC running
One of the entire point why have been making this decision for so long is exactly to fit the Python niche which I belong in like it personally.
We've been using Cave to make commercial games for a long time now. And I have to say that performance is absolutely the last problem that we have when it comes to Python. To be fair, we've spend the year, making an open world game and the only adjustment I had to do regarding python performance was to automatically pre-compile the scripts.
Python is very powerful and the workflow for game development using it is nearly perfect my personal opinion because it's so simple and there's absolutely no time wasted compiling stuff, etc.
Cave is a Python scriptable engine in its core. 😁
This looks really good!
How neat, congrats!
congrats, very cool.
Congrats Looks good
Thank you!
Nice work. I always tried creating an engine for the benefits of improving my math. This is inspiring.
Yeah i remember i attempted to write an engine in C when i was kid, i dont remember it super well but i think i managed to make it work and it looked kind of like Doom.
great job man keep going
👀 you are great 🎉🎉 amazing creating an game engine is hard and very hard for me i dont know how do it but i can use it 😅. But really great for your work because you spend 9 years for making this. Congratulations 🥳 keep it up
One thing I’ve learned as a developer, nothing is ever done or finished. It’s just in a presentable state. Because everything can be adapted, improved, and expanded.
Wise!
it would be cool to see an game you've made with the engine and also the engines posibilities
this looks very well done damn
Thank you!
congrats!
Impressive , that's some great job my man !
i wish there was a comparison of your engine to FLAX. Congrats on the release bro!
Great job!
thanks
finally a decent python engine!!! this is awesome man !! good luck!!
Thank you!
My dealbreak is actually Vulkan/DirectX, I'll try out your engine since I am working on remake of 1st FPS Shooter from a popular-valve game. Great work Guilherme
Nice! I believe that ir could indeed be a good fit for your project! Regarding the graphics api, I currently don't have any reason to port it to vk/dx, since it already works very well on ogl and most importantly: I am working on web support, which is primarily opengl nowadays. In the future, if we grow enough to allow console support, then I'll inevitably write more rendering backends such as DX for Xbox, which I do have industry experience in anyways. 😁
the engine looks neat
Amazing bro keep it up!
Thank you for the support!
Congrats :) !
Thanks!
Same question.... Why would i pay for ur engine over unreal or even unity.... What does ur engine offer.? Just a question i love ur engine
Yeah, it really looks like emmm .... Unreal Engine
@@budgetarms it does especially the controls and ui, it uses python, it's got a different look though this looks more sharp. I honestly think this looks pretty cool though, i like the idea of making something with an engine not many games are made with.
@@o_o9039 the controls are horrendous, there is a reason we dont use unreal engine and this dude goes and copies it
@@Leader_EC the controls are a preference you know and I don't mind the UE controls
yall got no clue what ur talking about 😭😭
4:20 why are there 2 cursors I wonder 🤔
Probably just the obs studio duplicating it
XD
Yeah, it's OBS duplicating it because I set to always show the cursor (forced) to avoid some weird edge cases where there is no cursor at all.
Add on itch what platforms it exports to
Thank you for making it for Linux too.
You're welcome!
This looks interesting
Thanks!
I'm extremely interested in this, I can't wait to see the community grow and more tutorials and projects shared,
Cool Project man, it looks so good! Do you have any resources that you would recommend for someone who wants to learn how to make a game engine? It seems like a fun and endless Project to work on!
learn win32 and opengl, then you can go ahead and learn how to make a game engine.
@drevcronsole Thanks, do you have any recommendations on any resources to learn win32 and opengl?
I would recommend learnopengl.com and to get a good mentor.
@@GuilhermeTeresThanks, I'll look into it!
9 absolutely worth years!
thanks!
wow nice!
Great engine dude!! I would say, improve the UI, other than that, great work
What exactly do you think that needs to be improved in the UI?
UI is not bad.its clean and simple.
looks okay man. thank you !
:)
It’s impressive Ofcourse just doesn’t seem much different to unity or unreal which are both free and well made and have much more features
What API does it use DirectX, Vulkan and OpenGL?
OpenGL
I'm a Game Dev student and have been learning Unity for 2 years. Now I'm doing a Bachelor next year where I'll need to learn Unreal Engine.
Your Engine looks very appealing to someone who is new to game development.
NICEEE I WILL TRY IT
Awesome! Let me know what you think.
Important question: What's the license? I cant find it
Hello, I find your video game engine quite interesting. Does it support making multiplayer video games?
Yes it does! There are many people asking about it, so I might create a multiplayer example.
알고리즘 때문에 왔는데 뭐요? Wow~! Game ENGINE Amazing~! 대박 미쳤다. 엔진 만들기 힘들텐데 대단하시네요.
Thank you so much! 🙏
Congratulation, brother.
thanks!
Bro this is crazy!
Thanks!
ImGui? Nice work brother respect
Yes. Thanks!
First of all, congratulations on such a gigantic achievement. Creating an engine from scratch and that is efficient is not easy. Much less in 3D, not counting exports to certain lenses. Secondly, I think the more engines there are, focused on a certain need, is good, so instead of having so many generalists, we start to have specialized game engines. And that's good for the video game market and industry. Thirdly, I wish you every success. And that its engine continues to grow and contribute to the industry.
Thank you for the kind words, I really appreciate your support! I agree with you regarding specific vs generalist engines. For cave, I am trying to find a sweet spot.
@@GuilhermeTeres It would be the smartest thing to do to seek a balance. Competition in generalism is difficult, especially if you work with few or only one person. Maybe focusing on something that is really necessary and that other great engines do not have, is the way to stand out. What problem does it seek to solve? Learning curve, excess controls in interface, cumbersome programming language, bad movement in 3d viewport, difficulty in implementing decent AI, excess consumption of resources both in target and in the development team? What do you like best, focusing on 3D or 2D, or 2.5D, or both? Can I give an excellent development to both cases, both 3D and 2D? Or am I willing to hire others to supplement my developing weaknesses? I think it is important to ask yourself these questions in order to have a clear objective. My wish is that it goes well, since the more options, the better for the developers, but of course, let's remember that there is a saying: 'He who covers a lot does not squeeze'. It is better to have an engine that is specialized in something and that is one of the best, than just another generalist in the group. Take the case of ZBrush, for example, a benchmark in its field of sculpture.
Don't be discouraged, now it's a matter of fine-tuning small details. The machine is created, you just have to adjust it. ;)
Many successes and congratulations on your achievement, it is admirable. :)
WoW! One thing i really really like about it is the fact it's using python.
I really like Uniity's C# .. but don't like the engine itself..
I really like Unreal Engine .. but dont like that Blueprint stuff & C++...
I'd love to see a good Engine that supports some good programming / Scripting language. Keep your work up!
Great work 👍👏👏👏👏
Thanks
this is a cool engine.
Just bought it
Nice buddy! 🚀
Piece of advice, don't start off the video yelling your fucking lungs out. Everyone, and I do mean EVERYONE hates audio spikes.
sorry man
Cosing language in python is literally the best thing
Wow!! Congratulations man🎊
Is there's any possibility for a mobile version?
Thanks! I have no plans for a mobile version.
This is outstanding !! very promising game engine :) btw, can we collaborate in the open-source project?
Don't mention what sacrifices you made for this-great work!
Thank you! It was a lot of hard work
great job bro, I hope u spend great time making the engine, Merry Christmas!
I want to see more engines handle advanced physics, something that seems lost in games nowadays
I'm gonna wait for others evaluation on this....
honest question. why your engine over the free engines that have years of product out in the wild?
Very impressive Guilherme - you made it easy to do difficult stuff which is the core purpose of any engine, so well done.
Do you have a good terrain system with auto texturing based on angle and height from heightmaps ? and with ability to get correct walk sounds from each texture change underneath the player ?
Do you have particles with collision to the world (and player) ?
maybe 🤔
>Absolute cinema!< Congratulations on ur work Guilherme 🎉
Voa Brasil 🇧🇷
Thank you bro! Voa Brasil!!!
You used opengl, vulkan or directx api to make game engine ?
OpenGL
how you make a full game engine, wow this is strong
Thanks! Took me many years, but it's finally here! :)
@@GuilhermeTeres Hey I have a CUDA application, that can run in any application, I built it using C++ do you want to try it, the CUDA application offloads threads to the GPU to perform computations and make predictions, defrag memory replaces memory with predicted data
Is Cave engine multiplayer ready?
Yes
im gonna buy this payday!
yeah
Thanks bro!
it's like unity i can wait to try
yeah I think this too but unity is "free" but this is pay lol
Wow, impressive.
Thanks!
Can you show me the games developed in this engine? Released maybe?
We can check on this channel for the games that we have made using it. We're still developing the big ones.
I really hope that you can support a free plan please in addition to paid tiers
Can you explain why unreal engine achieve such realistic graphics?
A few reasons:
* It supports PBR materials
* It has a Filmic color correction
* It supports all modern effects like ambient occlusion, reflections (screen space and cubemap), cascade shadows, transparency/translucency and so on
* It supports Ray Tracing (and their own implementation - Lumen)
To understand better what does what - just download Unreal Engine 5, load some custom map (like forest) and disable/enable features one by one. And of course google. A LOT of googling required! xD
Its like a breath of fresh air.. i hope more people adopt it..how big is the file size on disk?
Thanks a lot! Engine is about 10-15 mb. I am working to make is less than 1mb in a near future.
@GuilhermeTeres what? 15mb? That's a setup file? How is that possible, how can it render or run at all? Does it have to be running on an internet connection
@ it doesn't require Internet connection and it's not a set up, it's the entire engine. As a matter of fact, most of it are the engine icons and fonts. 😅 people are used to engines weighting a lot, but as I always said this is very wrong! An engine is not supposed to weight much, it does due to the unbelievably high amount of bloated code.
@@GuilhermeTeres It's not just "bloated code". Unity, for example, takes about 5GB on disk, so you're saying that you're doing the same within 15MB? Because all the rest is useless nonsense? Are you kidding me? This makes me think of the videos where people brag about "doing Minecraft in 24h." That's not because you have a cubic world you can modify that you have Minecraft. And it's even more true for a game engine. I mean no offense to you; what you've done is very impressive for a single person, but to even think that 1 person can do better than a 5000-person company is unbelievably pretentious. I don't even have words. Your engine might be good for very simple projects that fit in your limited set of functionalities, but talking down big engines like "ahah this is so much better, people are st0pid for using a bloated engine like UE" is complete nonsense. If I can give you advice, specialize deeply. Specialize in a niche type of game for which you can give tools that are above what generic engines can do; otherwise, I don't see why using your engine. Also, having only 1 person behind a project like this is very detrimental for any serious use. What will happen to the engine if you're gone? What will happen if you lose interest in the project? If you're overwhelmed with the support requests? Developing any serious game is a multiple-year endeavor, involving several people and a lot of money. You don't place dice with a single guy engine that will do better than the big guns of the market. Just like the people that left Unity for Godot, I think most of them didn't have a real project in the making, with real investments and deadlines. The people that can change engine on a whim because of some drama are the same as the people that will idolize this kind of project: hobbyists, students, indie devs that didn't ship more than a small mobile game (for those that even published anything).
@ yes. Lol
I would like it to have a free version which has less features, and a paid one which would be the full one
You have a very good chance to port it to mobile so you can make games on the go.
This looks really nice. Please keep developing, you're on a really good path. What is the UI library used for the editor?
Thats what i was thinking
have you considered having a free tier with some limitations, for axample, on the number of entities you put on a scene?
finally some competition
🚀
It looks well made. Godot is my favourite engine and this is quite similar but one thing that is really lacking in Godot is terrain. Consider adding a good terrain tool with heightmaps and holes.
can we please get a video where we can see the graphical capabilities of ur engine? As now days unreal engine is way ahead I think we would like to see that. Also can we see some benchmarks to compare. I would also like to see multiplayer and how it runs as well as a big map and how it performs
Probably! But I am not really a good artist so I'm not really sure how to put together a badass scene to showcase it. Maybe the new users we will eventually make it.
That is cool
Thanks
Amazing!
Nice work dude!
Massa demais saber que um brasileiro que desenvolveu! Venho acompanhando seu trabalho pela sua página do facebook.
Parabéns!
Aaaa, valeu! 😄