If you DON'T use UE/Unity what is your workflow

This page summarizes the projects mentioned and recommended in the original post on /r/gamedev

InfluxDB - Power Real-Time Data Analytics at Scale
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  • bgfx

    Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

  • Fair, but was mentioning libraries or existing, but compact engine. (think https://github.com/bkaradzic/bgfx for example)

  • The-Forge

    The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2

  • How about The Forge as base?

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

    InfluxDB logo
  • WickedEngine

    3D engine with modern graphics

  • I just ran across the Wicked Engine yesterday. It's C++, cross-platform, MIT licensed and works with both DX12 and Vulkan. I had missed it in numerous searches I had done previously, so raising it here as it seems to be easy to miss.

  • polygonjs

    node-based WebGL design tool

  • I come from vfx, so possibly with a different approach than pure games, but for realtime webgl my tools are mostly houdini->polygonjs

  • JoltPhysics

    A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.

  • Here's an old Epic reply. Look around the source for WITH_PHYSX and see if you can replace those interfaces with JoltPhysics.

  • SaaSHub

    SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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