LunyScript: Cross-Engine Programming


Why are we programming game engines differently?

Our assets transfer, now we get portable code: with LunyScript!

Proof of Concept: Same code, same game. Runs in Unreal, Unity, Godot. 🤗

✨ Same Code – Many Engines ✨

LunyScript let’s you program everything game engines share:

🕹️Input 👁️Camera ⚽Physics 🏃Animation 🎸Audio 📱UI️ 🎭Scenes 🪜Objects ➕➕.. and more!

  • Godot and Unity: Easier to program than Roblox & GameMaker 😏🤗
    For Godot and Unity (ETA 2026/27) ⏰ Join Patreon for updates! 🔔
  • No runtime errors: Stay in the flow of creating 🎨🎧
    Mitsakes happen! See and inspect issues where they occur: in-game.
  • Experiment: Trial and error is encouraged 🧪🥼
    Pure creative joy! Avoid getting drawn into Tutorial Hell!
  • Concise: 3-5 times less code than GDScript 🤫🧘
    Code is clear and consistent! No CS jargon. No visual scripting spaghetti.
  • Powerful: Enough to create a Megabonk 👑💎
    Learn valuable concepts: StateMachines, BehaviorTrees, Sequences.
  • Ready for more: LunyScript extends easily 🛝🚀
    Transition to engine APIs one small step at a time, at your own pace.️️
  • Skip dead-ends: Learn the career language C# 🧑‍🎓🧑‍💻
    Defer the scary syntax but work like a Pro with Rider, VS, VSCode.
  • Escape lock-in: Same code, works everywhere 🔑🔓
    Dislike the editor? Community unhelpful? No jobs? Switch engines, keep the code!️

LunyScript is the beginner-friendly, high-level game programming DSL that works uniformly across game engines. It’s free and open source (MIT License).

Skip Tutorial Hell. 😃

LunyScript: From Scratch to Game Engines in no time!

LunyScript: Cross-Engine Programming

Why? You ask. Here’s the answer: boilerplate overwhelm!

A simple yet powerful concept: a C# class without engine artifacts whose constructor contains a Builder pattern sequence of statements defining high-level game logic with StateMachines and BehaviorTrees – but without the CS Jargon: what’s a Selector?

Input, Camera, Physics, Audio, UI – it’s all there. Initially the focus is on 3D and avoids really complex things like networking and rendering.

LunyScript is initially made for beginners, but also valuable for anyone who’d rather not program (but has to).

The philosophy is to lean heavily onto editor-centered design, with LunyScript being the glue that makes things come together.

LunyScript sets up a central script runner that runs on the engine’s heartbeat but takes control over the nodes/objects that it is instructed to control – no more and no less.

This results in code that’s 3-5x less than GDScript!

It’s also not going to bother you with runtime errors – instead placeholders and runtime notifactions tell you when something’s not right, and what exactly the problem is.


Please leave a GitHub star : It helps with FOSS grants!

Join my Patreon to stay up-to-date. Current ETA is 2026/27.

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