About a year ago I was curious about building an ECS-based game engine with world simulations like in dwarf fortress, but obviously at much smaller scale while playing Starfield. Something cool started to materialise after tinkering so I thought why not turn it into a space-sim roguelike with a simulated living world.
I use swift because it gives me fantastic devex with all its great type inference and macros + raylib gives me cross platform input handling / rendering and window management.
C-interop setup is basically instant - you point compiler to c headers and the API becomes immediately visible on swift side
As for swift ergonomics, I particularly love that I can now write very readable code, like:
Man, am I so excited. raylib is how I managed to actually.. start getting proper fun out of programming, and finally get some projects that could be considered complete, as small as they were.
do we still need unreal engine and unity? if yes what are the things that raylib is missing that these engines have? beginner gamedev so please take it easy here
The scope/feature set of both is just quite a lot wider, from IDEs to an ecosystem of 1st and 3rd party libraries and extensions. The rendering engines and their capabilities are also quite different (with Unreal and Unity both being quite a lot more advanced).
I'm currently building my roguelike in swift using c-interop with raylib - this brings me so much joy
more info pls.
there is not much to brag about yet :'(
About a year ago I was curious about building an ECS-based game engine with world simulations like in dwarf fortress, but obviously at much smaller scale while playing Starfield. Something cool started to materialise after tinkering so I thought why not turn it into a space-sim roguelike with a simulated living world.
I use swift because it gives me fantastic devex with all its great type inference and macros + raylib gives me cross platform input handling / rendering and window management.
C-interop setup is basically instant - you point compiler to c headers and the API becomes immediately visible on swift side
As for swift ergonomics, I particularly love that I can now write very readable code, like:
> world.addRelation(attacker, Attacks.self, target) > world.addRelation(player, Owns.self, sword)
or
> for (entity, position) in world.query(Position.self).with(Health.self, Velocity.self).without(Enemy.self) {}
Man, am I so excited. raylib is how I managed to actually.. start getting proper fun out of programming, and finally get some projects that could be considered complete, as small as they were.
The new software renderer looks very cool. Will have to give this a spin on an ESP32S3
do we still need unreal engine and unity? if yes what are the things that raylib is missing that these engines have? beginner gamedev so please take it easy here
The scope/feature set of both is just quite a lot wider, from IDEs to an ecosystem of 1st and 3rd party libraries and extensions. The rendering engines and their capabilities are also quite different (with Unreal and Unity both being quite a lot more advanced).
Waiting for Tsoding to do another Raylib speedrun
That's his go to for "hello world" for different languages :D. I love it so much.