Earlier quoted context omitted.
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.
Obviously you can do what you like, but I'd advise making sure box2d (or similar) is super easy. Bonus points if there is also a built in function for drawing box2d objects. 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.
Swift and the Cute 2d game framework: Setting up a project with CMake
61–70 of 85 posts
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#62Last night I tried for maybe about 6 hours so many combinations of efforts to compile a C++, SDL3 and Lua program on Windows, with different IDEs, build systems, compilers, package managers etc. Finally I'm just giving up and using VS with CMake and vcpkg. The main problem is that there's way too many words on all those documentation pages. It would have taken 3 or 4 days to read them all, and maybe only 2 hours wort…
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.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#63Earlier 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…
Try https://dragonruby.org/ . It's great! Still on SDL2, but will migrate to SDL3 eventually. Code reload (because it uses MRuby) is just :chef-kiss:
Also, the attitude much of the wiki / promotional pages are written in for that framework runs me the wrong way for some reason. "Unity and GameMaker rot your brain"... are you kidding me? No they don't. You're still writing real code and solving real problems. They just have more systems in place you have to work within. I don't like the self-righteous attitude. It's fair to not want to go open source if that's your preference, but don't act like people who don't want to use closed-source software where possible are being unreasonable. I also don't see how what is effectively a Ruby wrapper for SDL3 is such an immensely complicated piece of engineering that it needs to cost as much as they're charging for it.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#64How does Cute compare to Raylib?
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#65Earlier 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.
I really recommend Bazel ( https://bazel.build )
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#66Earlier quoted context omitted.
Try https://dragonruby.org/ . It's great! Still on SDL2, but will migrate to SDL3 eventually. Code reload (because it uses MRuby) is just :chef-kiss:
DragonRuby seems interesting, but being a paid product immediately rules it out for me. I've been working on my own similar, smaller framework, which is more work, but I believe it's valuable not to depend on a for-profit company for your work, if at all possible. Also, the attitude much of the wiki / promotional pages are written in for that framework runs me the wrong way for some reason. "Unity and GameMaker rot y…
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#67Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#68Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#69Earlier quoted context omitted.
I really recommend Bazel ( https://bazel.build )
What us better about it?
The worst part about Bazel for C++ is that it’s not yet as widespread as CMake or plain old Makefiles so it can be harder to get third party libraries into your project, but that’s changing quite fast with the bazel registry, and you have things like rules_cc that help you run other build systems inside bazel.
Re: Swift and the Cute 2d game framework: Setting up a project with CMake
#70Earlier quoted context omitted.
But why?
Why do I want to make money from my hard work? Or why am I sad when someone offers a way to bypass paying money for hard work to get something for free?