game engine

Progress, Not Perfection: How I Work on My Game Engine Daily

After several months away from YouTube, I’ve been heads-down working on one thing: improving my engine’s renderer. And honestly? It’s been worth every second.

 
 

Through sheer persistence — and a lot of early mornings — I managed to build out several key features that make the renderer feel more complete and polished. Here’s a quick overview of what’s new:

  • ✅ Multiple light types: Directional, Point, Spot, and Area lights
  • 🛠 Gizmo tools: Easily translate, rotate, and scale models
  • 🎨 Light gizmos: Visually manipulate light direction and position
  • 🌈 Post-processing shaders: Depth of Field, Chromatic Aberration, Bloom, Color Grading, White Balance, and Vignette
  • 🧰 Improved Editor UX: A smoother, more intuitive editing experience

You can now build out a scene, move models around using intuitive Gizmo tools, and preview or update PBR textures with just a few clicks. Want to change lighting? Add any light type you want and drag the light gizmo to set its direction. It’s visual. It’s immediate.

And once your scene is lit and composed, you can add post-processing effects right from the editor — tweaking their properties in real-time and seeing the results instantly.

The Grind Behind the Progress

I won’t lie — getting here wasn’t easy.

Between a full-time job and my family, I often only had an hour a day to work on the engine. Most of the time, I had to wake up before my kids, running on low energy but high motivation.

Some days, progress felt painfully slow. But I kept showing up.

Bug after bug, I chipped away — and with each fix, I understood the renderer more deeply. What started as frustrating problems often turned into unexpected learning moments.

Now, seeing the renderer in this state, I genuinely feel proud. Not because it’s perfect. But because I know how much it took to get here.

What’s Next? There are still plenty of issues left to solve — and I’m okay with that.

Because every day, I wake up with the same mindset: Make the engine a little better than it was yesterday. That’s it. That’s the game.

And I believe that with enough time and consistency, this engine will become something truly special.

I Built An Editor For This One Feature!!!

After two years of rewriting my game engine from scratch using ECS architecture, I finally arrived at a huge milestone: testing whether I can assign gameplay behavior to a character directly through the editor. On the surface, it might sound like a small step — but behind this test is months of work, late nights, countless bugs, and an entire editor system built from scratch.

Building the editor was one of the hardest parts of this journey. From the Scenegraph to the Inspector, the Asset Browser to mouse selection (Ray Picker) — every system needed to work together seamlessly. There were moments when I seriously considered scrapping the editor entirely. But deep down, I knew that if I wanted my engine to be flexible and developer-friendly, this feature had to exist.

 
 

In this devlog, I walk through the emotional build-up leading to the moment of truth: hitting Play and seeing if everything works. This test isn’t just about a feature — it’s about proving that the foundation I’ve been building can support the kind of dynamic, user-driven workflows I wanted. It's a small feature, but a huge step for my engine.

One Step Closer to a Full Game Engine Editor

In this devlog, I’m taking you through the latest updates to the Untold Engine editor—lighting, cameras, asset browsing, and image-based lighting are now fully integrated into the UI.

No more hacking things in through code—everything can be controlled visually. I’ll show you the problems I ran into, how I solved them, and what the engine looks like now in action.

This update brings the editor one step closer to becoming a fully usable game creation tool—and I’d love to hear your thoughts on where to take it next.

 
 

Thanks for watching.

My Engine's Editor Had One Big Problem!!!!

In this video, I share one big problem that my engine's editor had.

 
 

Thanks for watching.

The Missing System in My Engine!!!

In this video, I show you the Editor I'm developing for the Untold Engine. You can add entities and add components dynamically, thus making game development easier. It is still a work in progress.

 
 

Enjoy