Engine

The engine is been developed originally for the Halloween Arcade project. Check the Arcade page for more information! But now the goal is to make real production ready games!

Meatcorps.Engine is a lightweight, code-first game framework built on top of Raylib.
It’s designed for speed, clarity, and arcade-style projects — no heavy IDE tools, no scene editors, just code.

The engine is OpenSource and MIT licensed! Check it out here:

https://github.com/meatcorps/Engine

Engine is in active development. But after work hours. I also stream on Monday, Wednesday and Friday every week at 21:00 (dutch time) 03:00 PM New York time. You can watch the previous live videos here:

Roadmap

Official roadmap will come soon on my Github repository! But the engine is still in it’s early stages. But for know let’s sum the todo’s up here:

  • Visual Designer (In progress)
    This is for documentation + to use in my videos
  • Refactor of the main game loop for custom control
  • Add component support in GameObjects
  • Asset packager (Not started)
  • Simple UI system (Not started)
  • Centralized way to configure Keybindings, video resolution within the game.

Philosophy

  • Code First. Always.
    Your IDE is your editor. Game logic, UI, effects, input — everything is expressed in C# code.
    No hidden metadata, no fragile scene files. The source is the game.
  • Composable Building Blocks.
    The engine is made of small, orthogonal pieces — BaseGameObjectInlineRenderTexture2DItemRenderServiceInputRouter.
    You wire them together however you like. Think “Lego bricks”, not “monolithic editor”.
  • Arcade at Heart.
    Meatcorps.Engine was born for real arcade machines.
    Big sprites, CRT shaders, crunchy audio, external controllers — it thrives on that plug-and-play retro vibe.
  • Practical, Not Maximal.
    No sprawling editor UI, no “AAA-ready” features that you’ll never use.
    What you get is what you need: rendering, input, layout, tweening, sound, and hardware hooks.
    Enough to make it shine, nothing to slow it down.

Why not Unity/Unreal?

Because this isn’t a “general purpose” engine — it’s an arcade machine engine.
Optimized for quick iteration, post-processing fun, and hardware integration, without the overhead of a full commercial engine.

Ideal Use Cases

  • Arcade projects (custom cabinets, touchscreens, CRT builds).
  • Tight, focused 2D games.
  • Experiments where you want full control without editor bloat.