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A Cave Engine community member is building an impressive game scene using Cave Engine 1.6.4, relying on the engine’s default shaders, built-in post-processing and Visual Scripting rather than custom rendering code. The project already has a distinctive visual style, interactive puzzle logic and strong atmosphere, showing what can be achieved quickly with Cave’s lightweight workflow on Linux.
In this video, I react to the project and break down some of the Cave Engine features behind it, including Visual Scripting, post-processing controls such as noise, brightness, contrast and hue, and the engine’s fast project startup. I also compare it with the upcoming Cave Engine 1.7 graphics improvements, including Bloom and shader fixes, which should make projects like this look even better.
➡️ Chapters
00:00 A Cave Engine community project surprised me
01:15 The game, puzzles and Visual Scripting
03:05 Watching the project evolve
04:01 How Cave Engine 1.7 will improve the graphics
04:48 Recreating the post-processing look
06:02 Shader fixes and what 1.7 changes
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► Uniday Studio
By: Guilherme Teres Nunes