Inspiration
Me as a game freak always wanted thought that the games I play earn in millions and the One playing the game earns nothing. I didn't have a good laptop or pc that time so I couldn't make games myself. So Now I decided to make a 2d game engine for all such peoples like me and give them a reason to make professional 2D games without much requirements.
The included Abyss of Hollows template demonstrates that workflow with an original dark-fantasy action-adventure prototype.
What it does
GameEngine2D Pro is an integrated 2D game-development platform for Windows. It includes:
- A dedicated GameEngine Hub for creating, opening, duplicating, importing, and managing projects.
- A Vulkan/SDL2-powered 2D Editor with scene editing, hierarchy, Inspector, assets, animation, multiplayer and mostly all regular features...
- Native C++ gameplay scripting with targeted reload support.
- Visual Scripting for entity-based gameplay logic.
- A standalone build pipeline that packages game assets, shaders, scenes, and runtime dependencies.
- A Windows installer that bundles the Hub, Editor, templates, required runtime files, and development prerequisites.
- Abyss of Hollows, an original playable action-adventure template with combat, enemies, map progression, checkpoints, and multiple regions.
How we built it
The engine is built primarily in C++ with CMake, SDL2, Vulkan, Dear ImGui, and nlohmann/json. The editor and Hub share the same engine foundation while serving different roles: the Hub manages projects and templates, while the Editor provides authoring and play-mode workflows.
Native scripts are compiled into project-specific modules so gameplay code can be updated without rebuilding the whole engine. The installer is built with Inno Setup and stages the engine, Hub, Editor, shaders, templates, SDL runtime, and prebuilt Abyss gameplay modules for a smoother first launch.
Codex/ GPT‑5.6 was used throughout development to build the whole editor, c++ scripting base, standalone game feature, all the components,tools,panels investigate runtime and hot-reload issues, implement editor and installer workflows, build hub, improved visual scripting, improve project packaging and validate everything The Provided Feedback ID Contains the longest and most descriptive chat I have did for This Engine.
Challenges we ran into
The biggest challenge was reliability across the full workflow rather than any single feature. A game engine needs project paths, script registration, runtime modules, asset references, scene loading, and exports to work properly together and not run into any small bug.
Also another major challenge was the lack of skills required to develop such game engine. OpenAI codex has helped a lot in development..
Accomplishments that we're proud of
We are proud that this is more than a single game prototype. GameEngine2D Pro provides a complete path from creating a project in the Hub to editing scenes, writing or visually authoring gameplay, testing in the Editor, and exporting a standalone game.
The Abyss of Hollows template gives judges a concrete project to inspect and play immediately, while the Hub and installer make the engine accessible without requiring manual dependency setup.
What we learned
This Game Engine development was far more complex than I excepted. I came into this challenge to build a game engine without a proper plan or setup. Next time , I'll Try to come up with proper blueprint of engine myself before building.
I also learned the value of A user's journey: install, create/open a project, load scripts, play, edit, and export. Small mismatches between those stages can prevent a powerful engine from feeling usable.
What's next for GameEngine2D Pro
Next, I plan to continue strengthening the visual-scripting workflow, expand editor tooling and asset workflows, improve profiling and debugging support, fix the current running bugs that we didn't got time to resolve and add more polished templates. I also want to broaden platform support and keep improving the reliability of the native scripting and export pipelines.
Built With
- c
- c++
- cmake
- codex
- openai
- python
- visual-studio

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