Evil Engine

Devlogs

Diary entries from the workshop, newest first.

Timeline

  1. October 2026

    1. Proving the promises

      Evil Engine's design promises now live in Lean, so a decision that breaks one fails the check. Here's how it's set up, and what it caught.

    2. Starting over on purpose

      I cleared out the first version of Evil Engine to start again on a handful of rules. Here's what those rules are, and what's been built on top of them since.

    3. Garry's Mod's materials, matched

      Converting Garry's Mod's models, textures and materials into Evil Engine's own formats, and checking the result against what Garry's Mod itself loads.

    4. Chasing Firefox's pixels

      An experiment: laying out web pages inside Evil Engine, styled with Tailwind classes, and checking every line against what Firefox draws.

    5. The horned Evil Engine e

      Four games, one mount core

      Garry's Mod, Skate 3 straight off a PS3 disc, Kerbal Space Program and Subnautica all mount through the same core now, with every file readable.

    6. How far the first version got

      Before the restart, the first Evil Engine got to 838 commits. It read Garry's Mod's content into Godot and had a sandbox you could actually stand in. Here's what it could do.

    7. It started as a creature creator

      Evil Engine's first commit wasn't an engine at all. It was a creature creator for the crawler, with procedural legs and a ragdoll.

  2. October 2025

    1. Half-Life 2's models in Godot

      sourcegd, a little Godot 4.5 project that reads Half-Life 2's VPKs, lists every model inside them and shows you whichever one you pick.

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