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@raysan5
raysan5 / custom_game_engines_small_study.md
Last active December 2, 2025 17:16
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https:

@davidfoster
davidfoster / KalmanFilterFloat.cs
Last active June 5, 2025 14:17
Simple Kalman filtering in Unity.
using System.Collections.Generic;
/// <summary>A Kalman filter implementation for <c>float</c> values.</summary>
public class KalmanFilterFloat {
//-----------------------------------------------------------------------------------------
// Constants:
//-----------------------------------------------------------------------------------------
public const float DEFAULT_Q = 0.000001f;
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@eXponenta
eXponenta / Shader paint
Created June 30, 2017 11:51
Unity Shader for Drawing on RenderTexture with Brush texture
Shader "Region28/MaskedPaint"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
//_Mask("Mask Texture", 2D) = "white" {}
_Brush("Brush Texture", 2D) = "white" {}
[HideInInspector]_BrushPos("Mask Position", Vector) = (0.5,0.5,0.0,0.0)
_BrushSize("Mask Size", Range(0, 10)) = 1.0
_BrushRotation("Rotation", Range(0, 360)) = 0
@michidk
michidk / OutlineShader.shader
Last active August 21, 2025 04:09
An outline shader made for Unity with the help of @OverlandGame. It adjusts the size of the outline to automatically accomodate screen width and camera distance.
// An outline shader made for Unity with the help of @OverlandGame by @miichidk
// It adjusts the size of the outline to automatically accomodate screen width and camera distance.
// See how it looks here: https://twitter.com/OverlandGame/status/791035637583388672
// How to use: Create a material which uses this shader, and apply this material to any meshrenderer as second material.
Shader "OutlineShader"
{
Properties
{
_Width ("Width", Float ) = 1
_Color ("Color", Color) = (1,1,1,1)
using UnityEngine;
using System.Collections;
using System;
public class Math3d : MonoBehaviour {
private static Transform tempChild = null;
private static Transform tempParent = null;
public static void Init(){