Farming Game Engine.
An early farming-game prototype exploring rendering, simulation, and world building in C++.

- Current game
- C++23 / raylib and r3d
- Build
- CMake
- Separate V3 foundation
- C++20 / SDL3 and SDL_GPU
- Focus
- World, simulation, and rendering
An early world in progress
The idea began with the feeling of arriving somewhere new: a landscape inspired by Japanese countryside, a working farm, and a larger world beyond it. This is a new project, and the early prototype is a place to explore both game design and the engineering beneath it.
The systems beneath the landscape
The current prototype is written in C++23 and built with CMake. Its raylib and r3d renderer presents terrain, authored models, and early farming interactions. World data, seasonal crops, and versioned saves are being developed as connected systems.
In the same repository, a separate C++20 V3 foundation is being developed around SDL3 and SDL_GPU. It keeps gameplay state apart from GPU ownership and uses EnTT for its render scene. The screenshots on this page are early captures of the existing game, not a presentation of every V3 feature.
Engineering questions
An expansive world creates practical constraints: how much content stays resident, how distant places are represented, how authored assets reach the renderer, and how simulation remains independent from presentation. Those questions shape the architecture as much as the look of the game.
What comes next
The project is still at an early stage. The next steps include improving the world builder, refining distant scenery and authored content, and continuing the newer rendering foundation. This page will grow with verified captures and implementation notes as those pieces mature.
