(no title)
joeyjojo | 2 years ago
I use a very obscure library called Kha[3] and it has by far and away the best performance for 2d rendering that I have encountered. It is amazing what you can do with just a very basic immediate mode ui library called Zui[4]. I think it is shitty advice to say that you are either building an engine or game. This advice would be applicable if you are building a general purpose game engine, not the highly specific and bespoke engine used for you own game. Your game and your engine are basically the same thing and you take many shortcuts, make many compromises, and build out a rough and minimalistic "editor" used just by your small teams (or yourself) to get the job done.
[1] https://maddymakesgames.com/articles/celeste_and_towerfall_p... [2] https://ldtk.io/ [3] https://github.com/Kode/Kha [4] https://github.com/armory3d/zui
meheleventyone|2 years ago
That said this was the status quo before Unity and whilst it shipped games the asset pipelines and editors in engines like Unity and Unreal are much more productive for the non-programming portion of the team. As well as providing a shared framework that makes it easier to hire and train developers. Not to mention easier porting and so on.
I do think the solution to part of this is an open-source scene editor/flexible tool that has some defined interface that any engine can implement like a language server or similar.