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Bitty Engine: An itty bitty game engine

paladin-t.github.io

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Re: Bitty Engine: An itty bitty game engine

#12

Earlier quoted context omitted.

There's hundreds or thousands of these indie game engines because, yes!, it is a lot of fun to write them. You'd learn a lot. The #1 tip though is that you're writing a game, or an engine, not both. So commit to doing one of those tasks. Usually you end up with a bunch of toy games and no steam left to want to really polish them into something complete.

Do you know of any that use JavaScript/typescript?

https://bitmelo.com/

Re: Bitty Engine: An itty bitty game engine

#14
post #2

That Lua debugger/editor with ImGui looks awesome! I’ve been wanting to do a similar project since Lua makes the API for creating breakpoints and stuff pretty easy. Styling ImGui to look like a normal code editor must have been no easy task though.

Wonder if they've got support for Debug Adapter Protocol? https://microsoft.github.io/debug-adapter-protocol/

Re: Bitty Engine: An itty bitty game engine

#15
post #9
post #3

I love these projects so much. It must be exhilarating to work on them and I'm very tempted to work on one myself as a side project/self learning experience.

Can confirm; they're real fun. I've got a 7-year side-project I still grind on in the form of a voxel engine. The trick is to start small and have realistic expectations. Your progress will be glacially slow at first, and that's okay. Eventually, if you keep grinding, you'll have something awesome that you love working on. If you want to check out my project there's a link in my bio.

that's really cool!

I'm doing an engine as side project too that I've just accepted will never be finished and it's only for fun :)

/r/TranceEngine

Re: Bitty Engine: An itty bitty game engine

#16
post #3

I love these projects so much. It must be exhilarating to work on them and I'm very tempted to work on one myself as a side project/self learning experience.

There's hundreds or thousands of these indie game engines because, yes!, it is a lot of fun to write them. You'd learn a lot. The #1 tip though is that you're writing a game, or an engine, not both. So commit to doing one of those tasks. Usually you end up with a bunch of toy games and no steam left to want to really polish them into something complete.

> The #1 tip though is that you're writing a game, or an engine, not both.

Most of the people who follow this advice will never ship anything. Stop worrying and do what you want. It's okay to reinvent the wheel if you want to learn how to make a wheel, or if you just find it fun.

Re: Bitty Engine: An itty bitty game engine

#17
post #3

I love these projects so much. It must be exhilarating to work on them and I'm very tempted to work on one myself as a side project/self learning experience.

There's hundreds or thousands of these indie game engines because, yes!, it is a lot of fun to write them. You'd learn a lot. The #1 tip though is that you're writing a game, or an engine, not both. So commit to doing one of those tasks. Usually you end up with a bunch of toy games and no steam left to want to really polish them into something complete.

> The #1 tip though is that you're writing a game, or an engine, not both.

Not sure I agree. I have always done both.

Ostensibly I am writing a game but not using someone's engine. And then my own "engine" comes out of the effort.

Then I write a second game and pull over the rendering-sound-etc-code from the first game. This "engine" gets further refined as a result of being pressed into service for the new game.

Often it improves with each iteration and I move the newer version back to older games and refactor them as required.

Re: Bitty Engine: An itty bitty game engine

#18
post #9
post #3

I love these projects so much. It must be exhilarating to work on them and I'm very tempted to work on one myself as a side project/self learning experience.

Can confirm; they're real fun. I've got a 7-year side-project I still grind on in the form of a voxel engine. The trick is to start small and have realistic expectations. Your progress will be glacially slow at first, and that's okay. Eventually, if you keep grinding, you'll have something awesome that you love working on. If you want to check out my project there's a link in my bio.

I checked out your side-project.

> [ ] Do sound :'D

Why bother with sound? Likely a dev would just pull in SDL_Mixer for game sound. Get on with the transparency. ;-)

Re: Bitty Engine: An itty bitty game engine

#19
Silly question from a web dev who has never written a line of Lua before (or delved into game development). What is it about the language that make it such a good fit for game development? Seems like every time I come across these engines, or read stuff about game development in general, Lua is always the language of choice. Can anyone explain it in a nutshell for me? Thanks

Re: Bitty Engine: An itty bitty game engine

#20
post #19

Silly question from a web dev who has never written a line of Lua before (or delved into game development). What is it about the language that make it such a good fit for game development? Seems like every time I come across these engines, or read stuff about game development in general, Lua is always the language of choice. Can anyone explain it in a nutshell for me? Thanks

I think it’s less that it’s particularly good for gamedev and more that it’s particularly easy to embed in an engine, and it’s faster than it has any right to be
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