pc-games

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PC and console game development with Unity 6, Godot 4.3+, and Unreal 5.4. Use when building desktop games, Steam integration, controller support, or engine-specific patterns.

⭐62starsšŸ”€15forksšŸ“View on GitHubšŸ•Updated Jan 2, 2026
namepc-games
descriptionPC and console game development principles. Engine selection, platform features, optimization strategies.
allowed-toolsRead, Write, Edit, Glob, Grep

PC/Console Game Development

Engine selection and platform-specific principles.


1. Engine Selection

Decision Tree

What are you building?
│
ā”œā”€ā”€ 2D Game
│   ā”œā”€ā”€ Open source important? → Godot
│   └── Large team/assets? → Unity
│
ā”œā”€ā”€ 3D Game
│   ā”œā”€ā”€ AAA visual quality? → Unreal
│   ā”œā”€ā”€ Cross-platform priority? → Unity
│   └── Indie/open source? → Godot 4
│
└── Specific Needs
    ā”œā”€ā”€ DOTS performance? → Unity
    ā”œā”€ā”€ Nanite/Lumen? → Unreal
    └── Lightweight? → Godot

Comparison

Factor Unity 6 Godot 4 Unreal 5
2D Good Excellent Limited
3D Good Good Excellent
Learning Medium Easy Hard
Cost Revenue share Free 5% after $1M
Team Any Solo-Medium Medium-Large

2. Platform Features

Steam Integration

Feature Purpose
Achievements Player goals
Cloud Saves Cross-device progress
Leaderboards Competition
Workshop User mods
Rich Presence Show in-game status

Console Requirements

Platform Certification
PlayStation TRC compliance
Xbox XR compliance
Nintendo Lotcheck

3. Controller Support

Input Abstraction

Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)

Haptic Feedback

Intensity Use
Light UI feedback
Medium Impacts
Heavy Major events

4. Performance Optimization

Profiling First

Engine Tool
Unity Profiler Window
Godot Debugger → Profiler
Unreal Unreal Insights

Common Bottlenecks

Bottleneck Solution
Draw calls Batching, atlases
GC spikes Object pooling
Physics Simpler colliders
Shaders LOD shaders

5. Engine-Specific Principles

Unity 6

  • DOTS for performance-critical systems
  • Burst compiler for hot paths
  • Addressables for asset streaming

Godot 4

  • GDScript for rapid iteration
  • C# for complex logic
  • Signals for decoupling

Unreal 5

  • Blueprint for designers
  • C++ for performance
  • Nanite for high-poly environments
  • Lumen for dynamic lighting

6. Anti-Patterns

āŒ Don't āœ… Do
Choose engine by hype Choose by project needs
Ignore platform guidelines Study certification requirements
Hardcode input buttons Abstract to actions
Skip profiling Profile early and often

Remember: Engine is a tool. Master the principles, then adapt to any engine.