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There's also a middle ground - using a framework that already abstracts away things like graphics, window, audio and input handling but acts as a "bring your ow
by diath 8mo ago
There's also a middle ground - using a framework that already abstracts away things like graphics, window, audio and input handling but acts as a "bring your own engine" base. This is probably the best if you have a specific type of game in mind where generic solutions wouldn't really work. Things like Raylib, SFML, Love2D and so on are a great compromise.