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There's a lot of talk on what platforms it supports (or plans to) and how it intends to achieve that. That's nice but what will it actually provide? Does it i
by Lerc 5y ago
There's a lot of talk on what platforms it supports (or plans to) and how it intends to achieve that. That's nice but what will it actually provide?
Does it implement an interface like Raylib? Is it a scene graph? How about an entity component system? Will game logic and graphical representation be tightly bound or kept separate?
None of these things are necessarily good, bad, required or forbidden, but they're fairly important to know before you dive in.
- slimsag 5y agoThe project is only 4 months old :) I will get to those bits and explain my vision there once the groundwork is done. In general, I have a preference of providing (1) solid groundwork, (2) libraries, and (3) extensive tooling. We're only at phase 1/3 :) I don't want to _force_ one way of interacting with this, either. You're free to take the work I've done on making GLFW easy to use and build on top of that (several people are), same with the upcoming WebGPU work. But yes, there will eventually be a graphical editor, component system, and "obvious" ways to structure your code if that's not something you want to choose for yourself.
- yAak 5y agoAs a mobile dev, any effort to abstract away platform fragmentation craziness is highly commendable in my eyes. Excited to see where this takes you!