I want to release this engine in the future, so I will post progress with screens of its project manager. I call it
Egg Engine.
A long time ago, I decided to make my own game engine. I had my failures, I learned, and I finally made a great game engine I'm proud of. I use this engine to make my game
Ghouls in the Neighborhood. It works on Linux, Mac and Windows. I may target other platforms in the future.
The core of this engine was written in C, using portable libraries such as:
Lua, GLFW, OpenGL, OpenAL, Vorbis, LodePNG, ENet.
All the game is coded in Lua. The various functionalities of these libraries are passed to modules which the game developer can access. Yet, the most important feature of this game engine is its package system, which make easier for the developer to create save files or even create expansion packs for its game.
Now, I'm working on the graphical user interface of this builder, and is more like a project manager. This means it doesn't include a editor for code, maps, sounds or such. I let the user choose his/her favorite tool.
Comparisons. If I can compare it with other engine, the closest one is Love2D, because it uses Lua. However, my engine includes the package system mentioned above and is more flexible, as it can be used for 2D and 3D games, and you have direct access to the functions of each of these libraries. In Love2D, like in this game engine, you can also create a whole game architecture, however I have already a whole architecture for 2D games. An architecture for 3D games will be made, including loaders for 3D meshes and 3D physics.