Earlier quoted context omitted.
You can use fixed time step. Choice is yours.
What's funny is that searching for "cute framework fixed timestep" in Google points to this Hacker News thread as the first result. What I would have wanted to find is this page: https://randygaul.github.io/cute_framework/#/topics/game_loo...
Swift and the Cute 2d game framework: Setting up a project with CMake
51–60 of 85 posts
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#52Earlier quoted context omitted.
You can use fixed time step. Choice is yours.
What's funny is that searching for "cute framework fixed timestep" in Google points to this Hacker News thread as the first result. What I would have wanted to find is this page: https://randygaul.github.io/cute_framework/#/topics/game_loo...
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#53Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#54Earlier quoted context omitted.
I agree. I used chatgpt to write a makefile to compile sokol+Tracy. It's a pretty solid, generic makefile. But "build system complexity" pushed me away from sdl, magnum graphics and bgfx into the arms of sokol. And I'm a 10+ year gamedev. Out of all of c++'s sins, the lack of a solid integrated build system is the one that bites me the most.
My theory is that good C++ devs haven't yet made a simple yet powerful build system because they're too busy making lots and lots of money writing enterprise C++.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#55How have we still not come up with anything better than cmake?
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#56Earlier quoted context omitted.
As someone who dreams of making a living selling software that I've poured years and years into, that comment makes me very sad.
But why?
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#57Earlier quoted context omitted.
Since it uses SDL3, it should be able to do more than 2D, right? Last time I checked SDL3 wraps around a lot of GPU API that you can pretty much do whatever you can do with WebGPU.
Yeah. It's just tailored for 2D gamedev. Cute uses the new SDL3 GPU API internally. Shaders and sprite batching, automatic sprite atlases etc. that Cute provides is just very specific to 2D games.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#58Earlier quoted context omitted.
I wonder if there is a SDL3 wrapper that comes with a scripting language[0], hot reload and build scripts for every major platform. Love2D seems close to that, but afaik it doesn't support SDL3 features like the new GPU API. [0]: It's not like I'm allergic to C++, but I firmly believe when developing something that is mostly interactive, such as complex GUI or games, a language that is garbage collected and can be ho…
That's what I'm working on, basically love2d but SDL3 and TS/JS (via QuickJS). And no box2d builtin, but easily importable via CDN.
I've often taught beginning game dev in a day, and with box2d in love2d you can very quickly make a wide selection of cool games, and while it's not perfect it makes it easy to get started making platforms, doing collisions, all sorts of things.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#59Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#60Thanks for sharing a simple setup that avoids SwiftPM. It is nice to have more options. Swift has to shed the perception that it only works on apple platforms. I've found the the C++ interop to be pretty good for my computer vision use cases.