Ok, so you are building your own engine, that makes a lot more sense, and you do realize that… the editor itself is actually quite substantial a task, to get everything coherent and also functional.
Honestly, best of luck to you!
No clue if you’ve seen these before, but maybe they could be helpful?
rewriting the editor to be more usable (embeddable into projects),
using Linux API for my own direct media layer iota in ways many did not expect, to add support for things like HD rumble (regular rumble will also use HIDRAW, because of how overcomplicated the evdev rumble is).
BTW, I’m in the process of stripping the D runtime out of iota, so it could join the ranks of SDL, SFML, GLFW, etc.
Ok, so you are building your own engine, that makes a lot more sense, and you do realize that… the editor itself is actually quite substantial a task, to get everything coherent and also functional.
Honestly, best of luck to you!
No clue if you’ve seen these before, but maybe they could be helpful?
https://david-delassus.medium.com/trying-out-sdl3-by-writing-a-c-game-engine-c9bb13156b74
https://github.com/linkdd/sdl-game-engine
https://blog.conan.io/2023/07/20/introduction-to-game-dev-with-sdl2.html
My main issue currently are:
BTW, I’m in the process of stripping the D runtime out of iota, so it could join the ranks of SDL, SFML, GLFW, etc.