my brain right now, I'm not joking, it's been a while and it's fun. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/111/069/573/189/833/021/original/bb1a54dfab1d806b.png
@eb948c00 I picked olde unsexy Java for my 2D game. It includes an accelerated canvas and runs on multiple platforms. Maybe not as portable as C but it's a bit quicker for prototyping and trying things out
@eb948c00 as someone who keeps trying to start from zero as a hobby, I also keep having similar thoughts (which are 100% unrealistic for me). I literally did a single module of C at university circa 2002/3 and made a single programme that created graphs of spring-mass-damper systems. But the thoughts creep in…
@eb948c00 My brain has gone all-in on building an engine in Zig+raylib, so I get the feeling.
@eb948c00 one of my dream games is making some sort of RTS fast paced game, wanna talk? (this is mostly a joke)
@eb948c00 yes, this is the spirit! I took part in this year's js13k compo and this weekend I will cleanup the code of my game (which is open-source already) and start shaping it into a general-use tiny 3d games framework for the web. Spending years of my life on Unity (including Repunk, my main game - which I'm desperately trying to launch before 2024) only to find myself in this position is... stressing. It's time to fix that 😁
@eb948c00 I’ve been there for a while now, making games in C and SDL2. Engine-wise I just create the structures I need, in the way I want them to be, which means no bloat, and it’s probably the most satisfying thing I’ve ever done 😄 The only thing I can miss sometimes is memory safety, but there’s good tools such as valgrind and Xcode has similar ones as well so that’s fine.
@eb948c00 out of curiosity, what's the low level, high performance way to draw a ton of sprites? Usually the answers to these things are "get the hardware to do it" but if the hardware is expecting textured triangles in 3d space, is that really the best way to do things?