Way to go! It's incredible.
Show HN: 2D Game engine and editor for Windows and Linux
11–20 of 25 posts
Re: Show HN: 2D Game engine and editor for Windows and Linux
#12Amazing work. I have to ask, however: what does your engine do better (or plan to do better in the future if it's not there yet) than any of the existing 2D engines, like GMS2, Defold, etc? That is, why should a developer consider choosing your engine?
So here OP is showing what he managed to build, and you have to ask how his project is better than some of the most established projects in that field? You are demotivating OP who never claimed to compete with what you brought up. Grow up.
Also, Hacker News is hosted by YCombinator, a culture fundamentally rooted in innovation.
Re: Show HN: 2D Game engine and editor for Windows and Linux
#13Re: Show HN: 2D Game engine and editor for Windows and Linux
#14This is probably the most important thing when advertising your game engine. Tech demos (like Arkanoid) are easy to make with any engine, but actual games less so. Even modest indie game releases can include tons of assets and scripting, complex workflows and custom tooling (depending on the game and the team structure), and all kinds of platform-specific tweaks.
Developing a full-blown game often exposes the actual glaring problems of the game engine. And I think dogfooding is incredibly important in fixing these issues (developing a full game alongside with a game engine).
Re: Show HN: 2D Game engine and editor for Windows and Linux
#15The big question: are there any shipped games (ex. on Steam) with it? This is probably the most important thing when advertising your game engine. Tech demos (like Arkanoid) are easy to make with any engine, but actual games less so. Even modest indie game releases can include tons of assets and scripting, complex workflows and custom tooling (depending on the game and the team structure), and all kinds of platform-s…
Re: Show HN: 2D Game engine and editor for Windows and Linux
#16The big question: are there any shipped games (ex. on Steam) with it? This is probably the most important thing when advertising your game engine. Tech demos (like Arkanoid) are easy to make with any engine, but actual games less so. Even modest indie game releases can include tons of assets and scripting, complex workflows and custom tooling (depending on the game and the team structure), and all kinds of platform-s…
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Re: Show HN: 2D Game engine and editor for Windows and Linux
#17Any chance for MacOS support? If you’ve got Linux support it shouldn’t be too difficult?
They'd need to support a second graphics API, which is certainly non-trivial. The licensing permits anyone to do the work themselves if it's that big of an interest, though.
A good summary of the current state of OpenGL in macOS: https://stackoverflow.com/questions/65802625/develop-using-o...
Re: Show HN: 2D Game engine and editor for Windows and Linux
#18Fantastic work, I would be curious to hear more about your experience writing the editor in Qt. Tooling is such a hard part of game development and not many people talk about it. How was using Qt? Were you happy with the decision? Any issues?
I chose Qt because I'm already very familiar with it and I know that it can do so much stuff out of the box and I want the editor to work as any other app as much as possible, i.e. tooltips, shortcuts, cut/copy/paste keyboard focus etc.
So everything works fine (as long as you know Qt's quirks) except that:
OpenGL support is kind of a mess. You have QOpenGLWidget, QGLWidget,QOpenGLWindow, QGLwindow which can all support OpenGL rendering. The problem is that while QOpenGLWidget works nicely with the rest of the toolkit ( context menus etc) the Performance is very suboptimal. I found it to be an magnitude of order worse than just using a window. I'm sure there's something else going other than just FBO overhead.
Another problem related to this but not unique to Qt is how to render to multiple window surfaces but to keep to a nice framerate. If you use vsync on each surface your framerate will be your display sync divided by the # of your surfaces. If you don't vsync then you're running a busy loop and burn cycles in a busy loop. I've tried many ways to do this nicely and haven't found a perfect solution yet. Would be very happy to hear some suggestions. Currently I'm just adding a little thread delay to cap the CPU use but this creates little hiccups in animation sometimes.
Re: Show HN: 2D Game engine and editor for Windows and Linux
#19How big are games exported for web? I am currently looking for something that exports to html5, but Godot builds are at least 20MB with heavy optimizing (I'm ignoring the size of assets here). Then there is Phaser3 of course, but I have my troubles with it, partially the docs, partially because JS. I used to write quite a bit of Lua in the past, so the choice of language is mostly welcome, and if your binary sizes ar…
The demo games have Emscripten filesystem images that vary from 6mb to 100mb. These sizes reflect the combined size of the raw game resources (i.e. fonts, textures, audio files etc)
Re: Show HN: 2D Game engine and editor for Windows and Linux
#20Amazing work. I have to ask, however: what does your engine do better (or plan to do better in the future if it's not there yet) than any of the existing 2D engines, like GMS2, Defold, etc? That is, why should a developer consider choosing your engine?