this post was submitted on 09 Jul 2023
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Nim Programming Language
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I want something that's: 1. easy-to-create (in-engine+GUI particularly) 2. High-fidelity (scalable+not-resolution-dependent) 3. Low-data
Interactivity/dynamic stuff (also good aesthetic) is a good bonus. Godot4 has all that (though some of the editors+features could be better) but again, no Nim bindings just quite yet.
I am not too good with Inkscape (~~compare my avatar--a quick attempt to mimic polygonal style--to the animated eye example~~) but the problem with SVG is that in most context it's rasterized (so a lot more limits and considerations). If there was a tilemap system that live-rendered SVGs, that'd be perfect.
I'm not chained to 2D, just simpler and thought it might be better to learn (and I do like polygon aesthetic). Not too versed with Blender either*, though I have thought about going that route (simple untextured models) or maybe even a different model program. Same for 2D via 3D models (planes) imported into a 2D engine (Godot allows that, but then you're losing the benefits of in-engine polygons like animation etc). Godot also has a gridmap and decent+easy visual options (materials+lighting+SDFGI) that could help out with (mostly) textureless models. Though in fairness, I haven't really looked at Raylib's 3D capability/options yet.
To be clear, when I said 'something else' I was wondering about other frameworks such as SFML or SDL etc (on Linux) and their (higher-level) polygon capability. OpenGL is way beyond me.
Other frameworks particularly because what I've made isn't actually specific to Raylib. I could put it in its own file and import+call it, so long as whatever else it is used in will accept a sequence (of vector2 values).
I might be able to make an editor, too (at least one that functions within the constraints of my format), or at very least a library viewer**. Though I still haven't made anything game-like yet (admittedly this format is a very similar concept to the gamebook format I mentioned, but a lot simpler "content") so that puts it in perspective.
*= have made a few models with it, though disliked the issues with modifiers and often preferred the Maya setup where everything was nodes (not that I can afford Maya, not used it in 10+ years)
**= like 8 polygons on-screen and you choose what it's loaded as, and a step up from that would be a tile-map
Unfortunately I don't have much in the way of good advice to give here. My game development experience is mostly limited to the project I posted in this thread, plus a number of ideas that I failed to actually start working on.