Do you have a good reason for not using a game engine (e.g. features that are impossible to implement with an engine, or performace isssues). Because it looks like quite a lot more work creating a game this way.
In the beginning, it is more work. But, if you know what you are doing, can own the system you build. Code I write now can be reused on future projects. I can experiment. I don't have to click and drag any stupid little widgets or doodads. I don't have to learn every single action I want to take in sometime else's IDE. Working on the game means opening a text editor and uses minimal resources. I could go on, but the very question suggests a fundamental misunderstanding as to how software in general should be built. Which is fine... It only looks difficult because you are a n00b programmer in comparison to myself. Spend 28 years programming and it won't be so hard :)
I would honestly consider Raylib to be technically a game engine. It just doesn't have a fancy GUI or premade "objects" system and you get to choose what programming language you use.
@@IoIxDraylib is too far to be game engine not because of GUI, because of there is literally no tool. And Ray doesn't want that Raylib becoming a game engine, he just wants it to be framework for first steps to make game/engine.
Do you have a good reason for not using a game engine (e.g. features that are impossible to implement with an engine, or performace isssues). Because it looks like quite a lot more work creating a game this way.
In the beginning, it is more work. But, if you know what you are doing, can own the system you build. Code I write now can be reused on future projects. I can experiment. I don't have to click and drag any stupid little widgets or doodads. I don't have to learn every single action I want to take in sometime else's IDE. Working on the game means opening a text editor and uses minimal resources. I could go on, but the very question suggests a fundamental misunderstanding as to how software in general should be built. Which is fine... It only looks difficult because you are a n00b programmer in comparison to myself. Spend 28 years programming and it won't be so hard :)
I would honestly consider Raylib to be technically a game engine. It just doesn't have a fancy GUI or premade "objects" system and you get to choose what programming language you use.
@@IoIxDraylib is too far to be game engine not because of GUI, because of there is literally no tool. And Ray doesn't want that Raylib becoming a game engine, he just wants it to be framework for first steps to make game/engine.