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A GitHub project page for Hedra describes an open-world, low-poly RPG and its custom engine, which its developer says he began building at about 15 to learn OpenGL. The page lists procedural world generation, quests, classes, and extensive engine features, but does not establish the game’s release status, current development activity, or whether it is available to play.
A developer’s GitHub page for Project Hedra describes a low-poly, open-world role-playing game and custom engine that he says he began building in high school, at about 15 years old, to learn OpenGL. The project page outlines a procedurally generated game world and a broad set of engine systems, but does not say whether the game is currently being developed or is available to play.
The project description presents Hedra as an RPG in which players choose a class, explore procedurally generated worlds, gain skills, and complete generated quests. Listed game features include four classes, each with two specializations, more than 100 items with rarity levels, bosses, companions, pets, crafting, fishing, trading, and non-player characters. It also mentions different dimensions, maps, and a soundtrack. These are features described by the developer; the page does not provide independent verification or a playable build in the material supplied.
The developer says the project grew over several years from an effort to learn OpenGL into a game and engine. The page describes a renderer built with modern OpenGL, support for Linux and Windows, animation and model loading, lighting and screen effects, modding, localization, sound, Python scripting, and Steam integration. Other listed systems include a user-interface framework, particle effects, physics, and automated tests. The developer characterizes the codebase as around 100,000 lines of code; a separate phrase on the page refers to a million lines, so the precise size is not consistent in the source.
Hedra’s world is described as voxel-based and generated at runtime. The page says a Marching Cubes isosurface process turns the voxel data into a continuous-looking surface. It also says the game saves the player’s contents and world seed rather than a full world file, regenerating the rest of the world when needed. The project is divided into the game, engine, framework, tests, and asset-building tools, according to its code-structure notes.
A Solo Project With Engine-Level Scope
Hedra’s documented scope illustrates how a personal learning project can expand beyond game mechanics into the systems needed to build and support a game. The page describes work spanning rendering, procedural generation, scripting, asset handling, and testing, alongside player-facing features such as classes and quests. That breadth is the clearest reason the project may interest developers and aspiring game makers.
The project also offers a concrete example of learning through implementation: its author says he began by trying to understand OpenGL, then built much of the surrounding technology himself. That account is self-reported, and the documentation alone cannot establish how polished, complete, or performant the game is. Still, the listed architecture and source code make the project more than a short concept description; readers can inspect how its developer says the game and engine are organized.
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From OpenGL Practice to Hedra
The GitHub page says work began when the developer was in high school, at roughly 15, with the goal of learning how OpenGL worked. It describes scope expanding over the following years until the project became a 3D game and engine. The page is hosted under a repository path labeled pre-ai, but the supplied material does not explain that label or provide a dated development timeline.
The engine notes describe Hedra as a game built on a base engine, with the game itself functioning as a mod. The developer says this structure was intended to keep the modding interface current and encourage access for mod creators. The page also notes that the project once had multiplayer support using peer-to-peer communication and a server for UDP hole punching, while warning that networking remnants may remain in the engine. It does not say whether multiplayer still works.
Release Status and Project Size
The supplied project page does not establish whether Hedra is actively maintained, finished, or publicly playable. It mentions Steam integration and an automated deployment process to a Steam beta branch, but gives no current release date, store listing, or access instructions in the material provided. The page also includes a note that more screenshots are available while marking the screenshots section as unfinished.
The reported codebase size is inconsistent: one passage says around 100,000 lines of code, while another calls it a million lines. The source does not explain the discrepancy, so neither figure should be treated as a verified count. Claims about the feature set and technical performance likewise come from the project author, with no independent testing or benchmarks supplied.
Checking the Build and Current Work
The GitHub documentation says the build process involves checking out the project’s submodules, running dependency scripts, and compiling the C# solution. It points readers to GitHub Actions workflows for examples on Linux and Windows. Those instructions indicate how the developer says the project can be built, but the supplied information does not confirm that the current repository compiles successfully or that the resulting game is ready for players.
The next useful updates would be a dated development note, a working build or release link, and clarification of the project’s present status and codebase size. Until then, Hedra can be described as a substantial game and engine documented by its developer—not as a newly released or independently evaluated game.
Key Questions
What is Hedra?
Hedra is described on its GitHub project page as a low-poly, open-world RPG with procedurally generated worlds, quests, classes, and a custom game engine.
When did the developer start making it?
The developer says he began the project in high school, at about 15 years old, as a way to learn OpenGL. The source does not give a precise calendar year.
Can players download or play Hedra now?
The supplied material does not confirm that Hedra is currently available to play. It mentions Steam integration and a beta deployment workflow, but includes no confirmed release date or access link.
How does the game generate its world?
The project page says the world is voxel-based and procedurally generated. It describes using Marching Cubes to create a continuous surface and saving the player’s contents and world seed rather than a complete world file.
How large is Hedra’s codebase?
The source gives conflicting figures: around 100,000 lines in one passage and a million lines in another. It does not clarify which number is accurate.
Source: hn
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