Bunnarium Engine
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bunnariumengine.bsky.social
Bunnarium Engine
@bunnariumengine.bsky.social
Bunnarium Engine is a C#-based game engine featuring an archetype-based ECS, a flexible framework-implementation layer, full generic math support, and more!🚧🐇
Bunnarium Engine is now on .NET 10 preview 4!
May 26, 2025 at 7:37 PM
it all started with an idea:

what if static configuration variables that are declared for one type or another could all be optionally set from a configuration file?

enter ConfigTarget, an attribute that integrates any static field or instance into a config file system with just one line of code!
March 30, 2025 at 3:28 AM
Bunnarium now has a pretty decently-featured MIDI parser that also generates note and tempo data that can be easily read as generic rhythm game data 🎶🐇
December 22, 2024 at 9:51 AM
Reposted by Bunnarium Engine
Happy Friday
November 29, 2024 at 2:56 PM
current number of source code files marked as documented, reviewed and ready for publishing: 69
November 18, 2024 at 9:00 AM
Reposted by Bunnarium Engine
November 15, 2024 at 5:12 AM
I have a custom VS setting to make possible nullability errors be errors instead of mere warnings. pros: Bunnarium code is generally better. cons: sometimes a bunny is lazy and code is yelled (null-forgiving ! operator) more than it is typed.
November 1, 2024 at 7:28 PM
Reposted by Bunnarium Engine
Howdy ho!
I commissioned a wriggle nightbug themed cursor from yoiy on twt.
You can download it below ! yoiysan.fanbox.cc/posts/8727019
Aunn, Wriggle Nightbug & Takane Cursors|yoiy_san|pixivFANBOX
It's a commission work but for public use here's Aunn Komano : here's Wriggle : here's Takane Yamashiro : feel free to use it ^^) here's an instruction video of how to change your cursor, it helps me ...
yoiysan.fanbox.cc
October 17, 2024 at 5:44 AM
realtime doppler effect simulation status: it technically works but parts of it function on Looney Tunes logic and it's still clicking a lot when the doppler scale factor is positive...
March 25, 2024 at 9:40 PM
I have surveyed the shader language landscape and my two braincells have unified around a single thought - it may possible to to build a high-level common shader language that can be read as both glsl and hlsl, built entirely on macros and a dream.
January 15, 2024 at 9:20 AM
Crashing ! in Release Mode
January 14, 2024 at 7:37 PM
December 18, 2023 at 1:00 AM
entity component system processing is no longer split into AS MANY THREADS AS POSSIBLE. systems are now balanced into a thread count that DOESN'T exceed the logical core count and, for my tenacity, the ThreadPooler rewarded me with a bag of carrots and a fluff ૮₍ ˶ᵔ ᵕ ᵔ˶ ₎ა
December 16, 2023 at 6:05 PM
I've lost control of my life
September 22, 2023 at 10:12 PM
it's such a relief that the ECS is working now! it's so nice to have the most difficult-to-program part of the engine complet- what do you mean "what about rendering"?
September 21, 2023 at 1:41 AM
If Bunnarium ever charges for engine use, then payment will be accepted in the following forms:

· Ear scritches
· Fur fluffs
· Carrots
September 12, 2023 at 6:44 PM
if there's any lesson imparted from using generics, it's that you don't need to fret about making separate classes for QuadTrees and OctTrees when you can make a tree that works in any number of dimensions!
August 15, 2023 at 9:40 PM
we are so back
August 11, 2023 at 2:28 AM
they're called runtime errors because they run away with all of your time
July 31, 2023 at 4:04 PM
what do you mean "it's not a word"? who asked you?? go to heck
July 30, 2023 at 9:46 PM