Making Video Games in 2025 (without an engine)
https://www.noelberry.ca/posts/making_games_in_2025/Otherwise it can be a dangerous fool's errand on which many projects go to die. My younger naive self can attest to this, he loved trying to build his own overly-ambitious engines. But he never finished any games.
Another thought if you do roll your own - keep it simple stupid. When your brain tells you that some amazing nested scene graph with integrated occlusion culling would be the coolest thing in the world, but you lack evidence that you'll actually need all that functionality, tell your brain that it's being stupid and just implement some kind of basic flat scene structure. You can always retrofit it later.
Also - study the code of the likes of Carmack. Consider that he produced the likes of the quake engines in only a couple of years. Reflect long and hard on the raw simplicity of a lot of that code.
Do not worship complexity.
These are the words of someone who has walked both roads!
I was really enjoying reading this piece until I read the above, then I realized I am reading for a big developer, the maker of, Celeste [1]. I am definitely adding this to my list of favorite articles about making games.
Also, you may want to check a previous discussion from nine months ago (573 points, 246 comments ): https://news.ycombinator.com/item?id=44038209
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Also, pretty sure it was a small indie team rather than a “big developer”
And any new stuff regarding Celeste or from their devs will forever be relevant to me! Highly recommend to any who haven't played it.
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0: https://cityofnone.com/If I remember correctly it was a team of 2.
0: https://maddymakesgames.com/
Fans of Celeste will almost certainly enjoy the local multiplayer game Towerfall by the same developers.
I liked when games all felt very distinctly different and I feel like part of that was that they all varied on ‘engine’
• There is overhead in learning how a specific game engine works.
• Often, due to a game engine API, it seems to herd you into writing the same game everyone else is writing with that engine.
I wanted just enough "game engine" to abstract away the pixel-buffer, windowing, user-events on the various target platforms and then do no more.
"I have been using SDL3 as it does everything I need as a cross-platform abstraction over the system - from windowing, to game controllers, to rendering."
And that is exactly where I landed as well. SDL3 [1] absolutely matched what I wanted. Then again, I enjoy writing sprite-based games. If you want to write a 1st-person shooter though I'm sure you will still want to go with one of the giant game engines.
(Actually it was SDL2 since it was two years ago I was exploring it: https://store.steampowered.com/app/2318420/Glypha_Vintage/)
I'd really love to go all-in with C# and SDL3 to make an engine-less cross-platform game but I still miss a good way to make complex game UIs without doing everything from scratch. Does anyone have a good suggestion for making non-trivial game UIs without using a full game engine? So far, I only found https://github.com/vchelaru/Gum and https://github.com/mikke89/RmlUi but I think there's not really something super mature and feature packed, or is there? I'm aware of https://github.com/ocornut/imgui, as the article also mentioned, but that's more for debug UIs, right?
But I'm still not too enthusiastic about having GC in C# which is why ideally I'd like to start making a small 2D game just with SDL3 and C++ but how could I get this nice hot reload workflow there? I don't have the money to pay for expensive proprietary tools like https://liveplusplus.tech so what can I do? I guess there's the "game as dynamic library" trick from Handmade Hero (see https://www.youtube.com/shorts/seWAIURXxH0) so maybe that would work good enough? Maybe https://github.com/fungos/cr would do most of what's needed here?
Also, how does one even do modern C++ these days? Is it possible to have big C++ code bases that still compile fast these days? Is CMake 4 good™ now? Are modules really there yet? I rely on clangd as LSP for working with C++ but I read that clangd still fundamentally struggles with C++ modules https://chuanqixu9.github.io/c++/2025/12/03/Clangd-support-f... and it's so bad that there has even been some effort going into making a new C++ LSP https://github.com/clice-io/clice
It’s easy for me. I just know C and raylib’s API is small. I got cross platform compilation going in an afternoon.
I’ve worked through some things with Godot. There’s just so much to learn that it’d take me longer to learn Godot than to get running with C.
Feel much the same as the author.
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I think the issue was when I used an engine the scope was too large and I never completed the work so I never released the game (or I released it for free because I felt it was incomplete and wasn't worth charging for)
It's great to work in a constrained environment
I saw this documentary on how celeste was made [1], which completely inspired me and got me into indie game dev community. Unfortunately I haven't made any games as of now that I would proudly showcase but the seed that your effort put is still there and one day I will get back to making games. Thanks a lot for making celeste I absolutely love it! ---- 1. https://youtu.be/MSKOQr_YS-U?si=AGzl5ILzxkoIB-j9
It's kinda sad SFML never get quoted, It was my framework ( after ALLEGRO ) where i learned c++ and I think it dosen't get much love nowdays even if it is very light and strong
I honestly don't see anything wrong with using the engine for its UI and "some rendering" kind of sweeps a lot of the complicated 3d light handling under the rug. I think the biggest mistake large engines have made is baking in features as first class citizens instead of those features being part of a standard plugin you could have written yourself from scratch once you reach that stage.
I've contemplated building my own editor UI, but after four weeks I realized that I'm just rebuilding the same UI structure you see in FreeCAD, Blender, Isaac Sim, Godot, etc. There's always a 3D viewport, there's a scene tree and there is an inspector panel for looking at the properties. So why not just use the Godot editor as a UI and provide my own custom nodes? By the time I've outgrown the training wheels, I've spent months working on the actually differentiating features.
Seems like if you're doing this for a hobby or solo/small team then maybe it's reasonable.
For most people where they want to be a game dev but they probably will just work in industry, it seems like learning the major engines to competency cannot be ignored.