DayZ creator Dean Hall reckons "our industry is rotting from its core, outwards in every direction, and it has been for some time," and that rot has only been accelerated by the rise of AI agent-led development, reverse-engineering, and recompilation. "These have pushed things over the edge," he says, so he and studio RocketWerkz have prepared and shared a new, open source game engine alternative meant to help developers "break free of Unity" and mainstream offerings like Unreal Engine as providers like Epic Games dive headfirst into AI.
In a lengthy post to the gamedev subreddit, Hall explains the origins and intent of "Brutal," a free C# (C Sharp) framework that is technically not a game engine – a collection of software and tools used to make games – but can be used to make games or applied as a base to build custom game engines.
RocketWerkz's upcoming game Kitten Space Agency uses Brutal directly, and Hall says mega-hit colony sim RimWorld had its entire engine reworked by developer Ludeon Studios and creator Tynan Sylvester using this framework as a foundation.
Just this week, Ludeon Studios announced its transition to the Waylith Engine, "our own in-house engine built by Ludeon Studios. The game looks and plays exactly the same, but in our tests performance is improved by 2-4x." This new build of RimWorld is already available to players via a beta branch in Steam, and purportedly doesn't break mods.
"RimWorld isn’t the only game on Waylith," the studio adds. "We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you."
Hall says "their team amazingly extracted the last bits of Unity out of RimWorld to create their Waylith engine," and highlights RimWorld as proof of progress. "An established studio with a very specific set of problems can take the framework and build an engine designed around their own game, instead of spending years building the underlying foundations," he observes.
What's more, the creator of Kerbal Space Program, Felipe Falanghe, says he's used Brutal to make his next game. "I had left KSP with no rights to it 8 years prior, and had to battle uphill to do a job that was feeling more and more untenable," Falanghe says in a reply to Hall's post. Thanks to Brutal and a fresh crash-course in game development, he says his project is "very very close to being showable."
هەفتانە هەرسکردنەکان، چیرۆکەکانی ئەو کۆمەڵگایانەی کە خۆشت دەوێن و زۆر شتی تر
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.gamesradar.com/games/our-industry-is-rotting-and-ai-pushed-things-over-the-edge-so-the-creator-of-dayz-wants-to-change-how-games-are-made-with-some-of-the-smartest-devs-in-the-industry