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@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 30, 2025 14:42
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https:

@sekati
sekati / xcode-build-bump.sh
Created July 24, 2012 20:44
Xcode Auto-increment Build & Version Numbers
# xcode-build-bump.sh
# @desc Auto-increment the build number every time the project is run.
# @usage
# 1. Select: your Target in Xcode
# 2. Select: Build Phases Tab
# 3. Select: Add Build Phase -> Add Run Script
# 4. Paste code below in to new "Run Script" section
# 5. Drag the "Run Script" below "Link Binaries With Libraries"
# 6. Insure that your starting build number is set to a whole integer and not a float (e.g. 1, not 1.0)