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Level Designers Will LOVE My Engine, Here’s Why…

114K views · Sep 22, 2026 · Science & Technology

Comments · 520

  • @kikio2913 · 7 days ago · pinned

    hi elgen

    29

  • @sl1pguard · 8 days ago

    I look forward to making your engine do things it was never expected to do.

    218

  • @Jako_Trades · 8 days ago (edited)

    The complicated chains of I/O and lack of a proper integrated script system was actually one of the only things intimidating me out of really getting into Source mapping, very excited to play with Chisel!

    64

  • @XDHJ7 · 8 days ago

    waiting for the 1.0 here

    89

  • @TopHATTwaffle · 8 days ago (edited)

    I spent 20ish years in Source 1. I then spent some time shipping a unity game and hated the level editing experience there.<br><br>I then spent some time in source 2 with Hammer 5 - it&apos;s insane how good Valve is with level editors. It&apos;s even more insane how bad unity\unreal\gadot are with level editing.<br><br>Your engine is cool, straight forward, and honestly fun to use.

    251

  • @CyanideDeFox · 8 days ago (edited)

    I hate how most new engines don&apos;t have good level editors for 3D games. Source engine mapping is so fun. &nbsp;Not going to 100% leave Godot as I am very familiar with it, but for 3D I will probably use this one more often for projects.<br><br>Please take your time working on this project.

    81

  • @christofferhansen7017 · 8 days ago

    As someone who really likes Software and design, this video was a joy to watch. You&apos;re clearly very talented and I hope you and your engine are successful.

    19

  • @Potato1234_x · 8 days ago

    this is INCREDIBLE hope this engine makes it in the big leagues

    11

  • @Lumixo3 · 8 days ago

    It&apos;s crazy how much you&apos;ve done in so little time, I love the C style syntax :D

    1

  • @MaxwelIlthecat · 8 days ago

    holy fucking shit this makes me wanna build a time machine

    30

  • @NICK.... · 8 days ago

    i think the reason modern engines don&apos;t ship with tools like hammer is because they are general purpose. a level designer that can work with any game would just be the engine again.<br><br>in godot for example it&apos;s trivial for a programmer to make signal based logic, at which point all that a level designer has to do is use the right signal.<br>it has to be the programmer&apos;s job to implement such systems because the engine does not know or care about what the game is, it could be a 2d platformer just as much as it could be a 3d racing game. signals work the same way regardless.<br><br>i do think there&apos;s something to be said about how general tooling will never be quite as effective as specialized tooling, but it must also be kept in mind that such tooling isn&apos;t better but <i>better suited</i> for a specific task.

    60

  • @thomasmadrid3027 · 8 days ago

    the intro had me interested, <a href="https://www.youtube.com/watch?v=CvrETndu76M&amp;t=400">6:40</a> had me excited

    3

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