[HN Gopher] Luxe Game Engine
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       Luxe Game Engine
        
       Author : garrypettet
       Score  : 135 points
       Date   : 2025-06-13 15:12 UTC (7 hours ago)
        
 (HTM) web link (luxeengine.com)
 (TXT) w3m dump (luxeengine.com)
        
       | garrypettet wrote:
       | This looks neat. It uses Bob Nystrom's Wren language for
       | scripting and has been in development for a few years.
        
       | pvg wrote:
       | A thread in 2018 https://news.ycombinator.com/item?id=16615251
        
       | pier25 wrote:
       | > _luxe itself is written in c++_
       | 
       | Wasn't it written in Haxe originally or am I confusing it with
       | something else?
        
         | dismalaf wrote:
         | Armory maybe?
        
           | pier25 wrote:
           | Luxe was initially written in Haxe and they migrated to C++
           | eventually.
           | 
           | https://news.ycombinator.com/item?id=16616052
        
           | prismatic6 wrote:
           | Armory did, and it does still look like it's using Haxe -
           | https://github.com/armory3d/armory/wiki/setup - it bundles it
           | in.
        
         | tecleandor wrote:
         | Seems like there was a previous version of the engine that was
         | written in Haxe [0]
         | 
         | > alpha - deprecated 2015~2016. unrelated to the new engine!
         | view the new engine here - https://luxeengine.com/
         | 
         | Also, that old version used to be open source, but I think this
         | new one isn't anymore. Old thread mentioned by @pvg still
         | mentions being open source, but right now the repositories only
         | have docs.[1]
         | 
         | 0: https://github.com/snowkit/old-haxe-alpha
         | 
         | 1: https://github.com/luxeengine
        
           | prismatic6 wrote:
           | It does still mention source here as well
           | https://luxeengine.com/faq/#source-access
        
             | cosmojg wrote:
             | Sounds like they might be switching to a source-available
             | model rather than an open-source model.
        
       | 999900000999 wrote:
       | It's neat, but not better than real open source solutions.
       | 
       | Pay is what you want unless your at work and then it's price is
       | under NDA isn't friendly.
       | 
       | Godot is still probably the best FOSS engine right now. Arguably
       | it's strongly in 3rd place behind Unity/Unreal.
        
         | prismatic6 wrote:
         | The FAQ mentions source https://luxeengine.com/faq/#source-
         | access Where do you see an NDA?
        
           | 999900000999 wrote:
           | https://luxeengine.com/get/
           | 
           | >Business - If you need more than 16 seats, or you have
           | access to > $1m USD in the last 365 days, this tier is
           | required, you must contact us to customize pricing.
           | 
           | Customized pricing is very scary. It's whatever we feel like
           | charging you under NDA. Why would I pitch this to my boss
           | over using Godot under an MIT license?
        
             | prismatic6 wrote:
             | I read that as cheaper in bulk, but I see what you mean.
        
               | swsieber wrote:
               | Given that the prices are going up in with each tier, and
               | you can get into that tier just by having a lot of money
               | (x users OR x money), I'm not optimistic it'll be cheaper
               | per user.
        
           | crustaceansoup wrote:
           | It's "source available", not open source. Unreal is "source
           | available" as well.
           | 
           | > Where do you see an NDA?
           | 
           | The top price tier says
           | 
           | > If you need more than 16 seats, or you have access to > $1m
           | USD in the last 365 days, this tier is required, you must
           | contact us to customize pricing.
           | 
           | This is really weird, honestly. If you hire a 17th seat your
           | pricing goes from $50/seat/mo to... what? How do I plan
           | around this jump?
           | 
           | I would also like to know what happens if my subscription
           | lapses. Can I continue to use a version I previously
           | downloaded? What if luxe goes out of business or, heaven
           | forbid, suddenly increases their pricing to unsustainable
           | levels? With Unreal I can keep using an old version.
        
         | devrandoom wrote:
         | I'm surprised they do this. The unity rugpull is still fresh in
         | memory and mystery pricing is scary for newcomers.
        
           | reactordev wrote:
           | They'll learn when there's no sales
        
         | Uehreka wrote:
         | Idk that I'd say it's in 3rd place. My guess would be that
         | something like Source Engine is 3rd.
         | 
         | Having worked with Unreal, Unity and Godot, Godot is extremely
         | rough. It has a terrible scripting language, an abysmal script
         | editing UI, all while lacking the sophistication of Unity and
         | Unreal's rendering. It gets way too much benefit of the doubt
         | because it's open source.
         | 
         | We desperately need an open source engine that can compete with
         | Unity and Unreal, but we need to stop kidding ourselves that
         | Godot is serious about filling that role. If they were they
         | would've grabbed Lua (or JS, or Python, or anything well
         | established) off the shelf, told devs to use the code editor of
         | their choice, and focused on either building the best rendering
         | pipeline they could with their limited resources, or focused on
         | some sort of clever differentiating feature that Unity/Unreal
         | won't implement. As it is it's clear Godot's team is more
         | interested in reinventing wheels for fun than in making a real
         | contender.
        
           | 999900000999 wrote:
           | Source isn't really a publicly available engine. Valve
           | doesn't appear to have much interest in licensing it.
           | 
           | You're not wrong about Godot, but;
           | 
           | 1. You can always fork/modify it. Getting a source code
           | license for Unity is a 6 figure proposition.
           | 
           | 2. Being open source is a big deal. No phone home
           | spyware(Unity). Keep 100% of your revenue.
           | 
           | 3. C# support is OK. Its very slowly getting better.
           | 
           | I'm not a Godot zealot, one if it's biggest weaknesses is a
           | community incapacitated of criticism. But still, your getting
           | something very capable for small scale projects for free.
           | 
           | Unity, if Microsoft brought them out and fixed the business
           | side, would easily be my engine of choice.
           | 
           | I learned to program in it. But I don't trust Unity the
           | company. Every time you turn around they're laying off more
           | people or doing something else strange.
           | 
           | Unreal is very bad for the smaller scales projects I actually
           | build.
           | 
           | Lately I've been making weird prototypes using niche engines.
           | I like Raylib, but it's just a rendering system. It's a much
           | harder path to getting a game made.
           | 
           | If you know someone building a better Godot let me know. I'll
           | try it this weekend.
        
             | Uehreka wrote:
             | > If you know someone building a better Godot let me know.
             | I'll try it this weekend.
             | 
             | Three.js is better than Godot. Yes, even though it doesn't
             | have a real editor. Yes, even though it's exclusive to the
             | web. It is a useful and functional tool for building 3D
             | experiences. It has compatibility with almost every file
             | type under the sun. It supports modern/cutting-edge
             | features like WebXR. It has a talented and disciplined
             | maintainer (mrdoob) who has steered the ship for almost 15
             | years through many big changes while maintaining the same
             | solid core. It has hundreds of easily browsable examples
             | that are kept working and up-to-date.
             | 
             | I wish we were in a better place, but honestly this is
             | where we're at. If you want to build 3D games/experiences
             | and want an open source stack, use Three.js and stick to
             | the web. There are no good options for native.
        
             | Rohansi wrote:
             | A modified Source 2 is kind of available right now with
             | S&box. It uses C# with the latest .NET, no Mono. Not open
             | source but licensing should be better than Unity.
             | 
             | https://store.steampowered.com/app/590830/sbox/
             | https://sbox.game/give-me-that
        
           | CactusRocket wrote:
           | > We desperately need an open source engine that can compete
           | with Unity and Unreal
           | 
           | I think this is a pipe dream. There's a lot of money behind
           | Unity and Unreal, that buys a lot of developers.
           | 
           | Actually I think it's amazing how far Godot has come, and
           | what kind of amazing and big updates they regularly do given
           | how little money they get, and being open source.
           | 
           | It's seeing a lot of active development, so it's definitely
           | not in its final form yet. It can still grow to be serious
           | about filling that role...
           | 
           | > As it is it's clear Godot's team is more interested in
           | reinventing wheels for fun than in making a real contender.
           | 
           | This is just a bad faith attack on the Godot's team, and not
           | very much appreciated I'm sure.
        
             | Uehreka wrote:
             | > I think this is a pipe dream. There's a lot of money
             | behind Unity and Unreal, that buys a lot of developers.
             | 
             | I don't think it's a pipe dream. I watched Blender slowly
             | build up from a "nice thing for hobbyists" to "actually
             | kind of professional grade" to "the tool used to make an
             | Oscar-winning film". Blender and its Foundation provide a
             | blueprint for how open source projects can mount a
             | meaningful challenge in a highly complex and cutthroat
             | space, and anyone looking to do the same for game engines
             | should study their moves.
             | 
             | > This is just a bad faith attack on the Godot's team
             | 
             | I may have been rude, but I was not arguing in bad faith.
             | The decisions they've made and their fumbled execution (I
             | could rant for an hour about GDScript's copious footguns
             | and bad design choices) do not comport with what I expect
             | from a project that wants to one day take on Unity and
             | Unreal.
             | 
             | If Godot is in fact just a fun little hobbyist thing, then
             | yeah, they don't deserve this level of vitriol from me. But
             | if that's the case, their community needs to stop
             | overhyping them and suggesting Godot every time people have
             | complaints about Unity/Unreal.
        
           | npinsker wrote:
           | In 2025, Godot games are being released at 40% the rate of
           | Unreal games. This number is growing for Godot at +100% Y/Y,
           | while Unity + Unreal are growing at +15% (https://steamdb.inf
           | o/tech/Engine/Godot/?max_release=2025-12-...). By this metric
           | at least, it's a very secure 3rd (with GameMaker in a distant
           | 4th), and could take 2nd in as few as 3 years.
           | 
           | I mostly do agree with what you said, but the project seems
           | (slowly) headed in generally the right direction, and as time
           | goes on, the space of games that only Unity can make will
           | diminish. It's a totally defensible choice for almost any 2D
           | indie game -- which wasn't true just two years ago -- and
           | it's working towards being a viable alternative on XR and
           | consoles too.
        
         | runeblaze wrote:
         | Yeah like I very much respect their work, and there is some
         | genuine beauty in having this policy such as "have access to >
         | 100k USD in the last 365 days, this tier is for you" or the
         | fact that they seem dedicated to also support small indie
         | creators. However this does differentiate them from true FOSS
         | solutions.
         | 
         | Note that small game devs have many types, and I imagine these
         | "boutique" pricing solutions can work for many.
        
       | npalli wrote:
       | > luxe itself is written in c++
       | 
       | Good, it bodes well for the future of this game engine.
        
       | jmiskovic wrote:
       | I love this bit <3                   You may not use luxe for the
       | following, no exceptions:           * military use           *
       | the gambling industry           * crypto/NFTs/related
        
         | ekianjo wrote:
         | interesting because you could still make gatcha games which is
         | just like digital gambling
        
           | georgeecollins wrote:
           | Or you could use it to promote vaping, or a cult! How exactly
           | would you write terms of service to preclude gatcha games? No
           | in game transactions?
        
           | CooCooCaCha wrote:
           | Perfect is the enemy of good.
        
           | kevingadd wrote:
           | Gacha games are unquestionably gambling but you're right that
           | there are loopholes here.
        
         | TiredOfLife wrote:
         | So no ssl.
        
         | jlundberg wrote:
         | Sad to see this kind of anti open source licensing which
         | reduces real code reuse.
        
         | sneak wrote:
         | The entire video game industry is presently mostly
         | indistinguishable from the gambling industry, and
         | cryptocurrencies are just a special case of cryptographic
         | authentication.
         | 
         | That means these rules are subjective.
         | 
         | Does "military use" include selling games to soldiers to play
         | them whilst on base? Seems like a strict interpretation would
         | say "yes".
         | 
         | Licenses like this are complete and total nonstarters for
         | anyone serious. It's risk and potential liability nightmares
         | for no benefit.
        
       | progx wrote:
       | Have a look at the underrated Flax Engine:
       | https://flaxengine.com/
        
         | reactordev wrote:
         | What has it shipped?
        
         | detaro wrote:
         | What do you like specifically about it?
        
       | socalgal2 wrote:
       | Maybe I missed them but given they say at the top of the page
       | 
       | > make games for Mac, Linux, Windows, and *Web*
       | 
       | it would help a bunch if they linked to some web demos/games
        
         | joeld42 wrote:
         | Some Jam Games with web builds:
         | 
         | https://itch.io/jam/luxe/entries?ref=luxeengine.com
         | 
         | https://ldjam.com/events/ludum-dare/56/terrarium-combinarium
         | 
         | https://joeld42.itch.io/bridges
         | 
         | More jam games that I didn't make a web build for but downloads
         | are available:
         | 
         | https://joeld42.itch.io/lighthouse-keeper
         | 
         | https://ldjam.com/events/ludum-dare/54/cargo-space
         | 
         | https://ldjam.com/events/ludum-dare/53/last-mile
         | 
         | https://ldjam.com/events/ludum-dare/51/artichoke-key
         | 
         | On Steam:
         | 
         | https://store.steampowered.com/app/1836400/Mossfield_Origins...
        
           | socalgal2 wrote:
           | Thanks. Though, I guess I didn't make myself clear. To sell
           | me on the engine working on the web I'd need to see a high
           | quality game/demo running on the web. Instead, the links are
           | to a bunch of game jam games that look no better than raw JS
           | and then several native only games. I'm not trying to diss
           | the engine. It looks great. Rather, I'm suggesting that
           | impressive instant live demos speak louder than words.
        
       | shayway wrote:
       | I played around with it a few months back. Interesting project,
       | but it never quite clicked for me. Sort of for the same reasons I
       | bounced off Wren; both it and Luxe are more carefully structured
       | and verbose than I want from something high-level, but not as
       | flexible as something more low level. For ease of use I'd go with
       | Godot, for control I'd go with something like Raylib.
       | 
       | It's worth noting though that I'm a hobby game dev looking to
       | make smaller solo projects, and Luxe seems more conducive to
       | studio workflows; there's an emphasis on artist-focused tooling,
       | for example. Godot is the obvious comparison for a new open
       | source-ish engine but it's really more of an Unreal competitor.
       | 
       | I'm still keeping an eye on it though, minimal docs/examples made
       | it trickier to learn than it probably is (it is still in alpha
       | after all). I'd highly recommend checking out the blog posts [0],
       | they're great reads that go into a lot of detail.
       | 
       | [0] https://luxeengine.com/blog/
        
       | dzonga wrote:
       | this is dope, made by an all female team.
       | 
       | hopefully the games industry gets more female led, minority led
       | studios
        
       | ang_cire wrote:
       | I really wish I was a video game dev. Alas.
        
       | vhodges wrote:
       | Unrelated to https://sillysoft.net/lux/ (I know the spelling is
       | different)
        
       | joeld42 wrote:
       | I've been playing with this engine for a while. I really like the
       | engine. For me the best features are:
       | 
       | - Scripting is really ergonomic, and fairly fast performance-
       | wise. And if you need something to be really fast writing native
       | extension modules for wren is pretty straightforward. So it's a
       | choice between "reasonable" perf scripting and "fast" native
       | code, which is much better than something like Unity where
       | everything is kind of in the middle.
       | 
       | - Wren fibers (a form of cooperative threading) are fantastic for
       | dealing with game logic (NPC state, game AI, etc) without
       | introducing the complexity of true multithreading.
       | 
       | - The graphics/render module is extremely configurable. The whole
       | render module is just a script that sets up a fast c++ execution
       | graph, and you can modify/script this.
       | 
       | - The tools are very nice and a lot of care put into them. I
       | don't use the editor too much, and mostly interact through code,
       | but for things like level design it's really nice to have.
       | 
       | - Many game engines feel like a good fit for a large project or a
       | small one but not both. Luxe is great for small jam games and
       | full-sized projects. A project can be pretty much just a project
       | file, a few configs and a script, or a large structure and the
       | editor encourages (but doesn't enforce) a good project layout.
       | 
       | - Drawing is super flexible. You've got sprites and shapes and
       | meshes and tiles and everything, but there's also an "immediate
       | style" drawing api that is very high quality. Similar to having
       | "Shapes" extension in unity but it's a first class citizen and
       | built in.
       | 
       | - The "Modifiers" (which is Luxe's ECS-like component thing) took
       | me a while to get used to using, and can be a source of friction
       | at first, but once I got it it really feels like a better way to
       | do things. And it's entirely optional so you don't have to if
       | you're still learning.
       | 
       | - Outside of code and raw assets like images and mesh, almost
       | everything is stored in ".lx" files which are very json-like,
       | which can be really helpful for debugging and understanding
       | what's going on, and on many occasions I've been able to automate
       | stuff from script just by writing out or modifying lx files.
       | 
       | - Features and fixes are added constantly, but done carefully in
       | a way that doesn't break existing code too often or without a
       | clear migration strategy (glares at bevy).
       | 
       | It feels like an engine built for small teams and experimental
       | workflows. Especially if you're looking for alternatives to
       | Unity, I'd recommend it.
        
       | krapp wrote:
       | I see two games in progress by the engine authors' studio
       | mentioned, but has anyone actually shipped a game in this
       | framework?
        
       | josephcsible wrote:
       | The "Restrictions" section is incompatible with ever being FOSS,
       | and for people who don't care about that, there's no advantage to
       | this over Unreal or Unity.
        
         | npinsker wrote:
         | It's not pretending to be FOSS. Like other engines, you need to
         | pay them if you make money.
         | 
         | But _no_ advantage seems like a stretch? (or at least, in
         | future, might be a stretch) They 're aiming for a superior
         | workflow for small games (e.g. making stylized rendering way
         | easier for non-technical devs). Also their pricing is 10% of
         | Unity's, which is itself around 10% of Unreal's.
        
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       (page generated 2025-06-13 23:01 UTC)