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Parin, a lightweight 2D game engine for D, launches on Show HN

A developer has released Parin, an open-source 2D game engine written in the D programming language, positioning it between minimal libraries like raylib and full engines like Godot. It includes a pixel-perfect physics engine, dialogue system, tile map and animation tools, a basic UI library, and integrations with Box2D, Steamworks, ENet and microui, with support for Web, Windows, Linux and macOS, installable via DUB.

Show HN: Raven debuts as a multi-agent orchestration harness for self-improving AI

A developer released Raven, a pre-alpha 'harness of harnesses' that coordinates specialized built-in agents (Research, Code, Design, Oncall) and third-party agents to complete complex tasks via generated task graphs. The project's showcase includes a fully autonomous Godot 4 shooter build and an RSI experiment where Raven ran 172 training runs across 7 rounds without crashing, cutting val_bpb by 5.8% under a fixed compute budget.

Godot game engine gets C++ library support via Conan and godot-cpp 10

A new tutorial demonstrates how developers can integrate external C or C++ libraries into Godot projects using GDExtension and the newly available godot-cpp 10 bindings on ConanCenter. The example uses flecs, an Entity Component System library, to simulate 100,000 particles reacting to a mouse cursor inside a Godot scene.

GDQuest Releases Beginner Tutorial on Writing Shaders in Godot 4

GDQuest, a game development education group, has published a free tutorial teaching newcomers how to write their first shader in the Godot 4 engine. The lesson is part of the organization's broader library of open-source learning resources for game developers.

gPTY combines Godot and Rust to build an AI-controllable terminal multiplexer

gPTY is a new open-source project that pairs the Godot game engine with Rust to create a PTY-based terminal multiplexer featuring a resizable tiling grid for panes like terminals, code viewers, and file trees. It exposes a JSON-RPC/CLI/MCP control interface so AI agents and scripts can spawn panes, inject text, and read output programmatically instead of scraping terminal UIs. It also includes a regex-based 'concept engine' that captures and routes terminal output into other panes, plus persistence via SQLite/JSON for scrollback, settings, and workspaces.

Original 1993 Iraqi Amiga game Babylonian Twins ported to Godot using LLM-assisted 68000 code reading

Developer Rabah Shihab is porting his 1993 Amiga 500 game Babylonian Twins, written entirely in raw 68000 assembly under wartime sanctions in Baghdad, to the modern Godot engine. He is using a large language model to help parse and interpret the decades-old low-level assembly code that directly manipulated Amiga hardware like the copper list, blitter and CIA chips. This follows an earlier manual port to iPhone made in 2010 by the same original team.