hi, i’m new here.
i’m curious to hear from some more experienced people the path y’all took while making stuff.
For example, as a new person, i am thinking i would have to start with Nez. And then if i don’t like that for some reason, i’d have to select and assemble a few pieces from Extended (entity (maybe ecs), collisions, scene, gui (imgui?), feature-ful debug console, etc.), and then go from there.
A side question: is everyone using ECS, or do some of you have simpler entity systems, like just basic composition?
But i wonder, how did everyone else go about this? Did you start from scratch because you are a great programmer? Did you start with Nez for your first game, then create your own engine for the second? What were some road blocks in the journey? Bad times? Good times?
Is everyone using bits of Extended, or did everyone basically create their own “engine”? If your engine is open-source, please do link!
i like reading code!
Anyway, just curious.

All that work… just for some sound functions? Hopefully most of it was copy-pasta of the original class?? I feel like the sounds component is always threaded (i mean, it has to be… right? to have audio and graphics work concurrently?), but luckily i’ve never had to use threads either…
sorry, can’t help you there.
For some reason i felt it was a gargantuan thing, but after reading through your code, i feel like, this is much much much simpler than understanding a big engine. And better yet, everything can be customized to our own liking! Yes yes yes. I now believe assembling my own engine is the way to go. Yay!
not hard, but, didn’t expect MG to be so… bare.
. Scripting languages certainly have their place. (just not javascript tho
)