Hello folks, NasNas is a personal project I have been working on for the past 4 or 5 months. It is an easy to use/learn game framework that targets beginner and intermediate game developers. It is built on top of SFML, thus it is cross platform Windows, Linux and Android (not tested on macOS, but should work fine). The framework has a modular architecture : it is separated in multiple independent modules, so the user…
I can confirm this appears to build and launch fine on macOS.
Show HN: NasNas, a new intuitive and user friendly C++ game framework
11–20 of 20 posts
Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#12Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#13Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#14Nasnas is a monstrous creature in Arab/Persian folklores :D
In fact, the definition of Nasnas(نسناس) in arabic dictionary is : "a type of small monkey with a long tail". https://www.google.com/search?q=نسناس
Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#15Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#16Looks interesting. But how does this compare to other frameworks like Godot or Unity?
Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#17Looks interesting. But how does this compare to other frameworks like Godot or Unity?
is a comparison between a 168-commit one-man show and an 30k-commit, 1600-contributor project or a project which his the main asset of a company valued at 2.8$ billion dollars really going to be relevant ?
Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#18Looks interesting. But how does this compare to other frameworks like Godot or Unity?
A game framework usually does not provide specific "game logic" but only some tools and functionalities that can be used in any type of game. Frameworks are also more lightweight and flexible than engines (again, usually)
As a hobbyist, I always find game engines overkill for 2D games, and I like to do things by code, rather than using a user interface.
Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#19Earlier quoted context omitted.
is a comparison between a 168-commit one-man show and an 30k-commit, 1600-contributor project or a project which his the main asset of a company valued at 2.8$ billion dollars really going to be relevant ?
I meant a comparison in terms of goals, ergonomics, etc. Whatever this new framework is trying to do differently. IIRC, Godot also started as a one-man show.
Since it targets beginners and intermediate game dev, I want it to be as much accessible as possible by exposing only the "high level" aspects and taking care of the "boilerplate" code.
For example, rendering is "hidden" from the user by using a Scene/Layer system that you can find in other game fw or engines aswell. This way, in just a few line of code you can create prototypes and games quite easily.
Finaly, the project is in its early life, and I plan on continuing developping it with new features !
Re: Show HN: NasNas, a new intuitive and user friendly C++ game framework
#20Looks interesting. But how does this compare to other frameworks like Godot or Unity?
Well Godot and Unity are GUI game engines, and my project is a code game framework, which is quite different. A game framework usually does not provide specific "game logic" but only some tools and functionalities that can be used in any type of game. Frameworks are also more lightweight and flexible than engines (again, usually) As a hobbyist, I always find game engines overkill for 2D games, and I like to do things…