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Similar, I also went back to mainly C++ and Raylib now that I can delegate the "boring" stuff to AI, never had any issues with programming in C++ it was mainly adding dependencies and builds I hated (configuration).

I still don't use it (AI) for the game programming as it sucks the joy out of it for me. Especially when AI usage is currently being pushed hard at work.

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I'm actually building my own mini-engine with SDL_GPU. It works ok so far. I'm quite confident that it's capable enough to replicate most of Unity's URP features (except the shader graph as I don't plan to expose such an interface for artists).

But I haven't reached to the more tedious parts, like doing skeleton animation on GPU and testing cross platform (SDL should be naturally cross platform, but I never tested it...), etc. The most tedious part, imo, is to build your own 3D scene editor.

At very least I can say SDL has reached a passable state for 3D. It doesn't support some modern features like bindless though.

And one doesn't need to stich with C++ if they don't want to. SDL is pure C and if your favorite language can call foreign function it's not that hard to make it work with SDL.

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