On Monday, 27 May 2019 at 01:52:05 UTC, Manu wrote:
I don't insist, I was just inviting him to the chat channel where a similar effort is already ongoing, and where there are perf experts who can help.

Yes, sure, is always a good thing to hash out ideas with others who have an interest in the same field. Not to change your own ideas, but to see more options. Absolutely!

Unity is perhaps the worst possible comparison point. That's not an example of "designing computer software like a game engine", it's more an example of "designing a game engine like a GUI application", which
is completely backwards. Optimising Unity games is difficult and
tiresome, and doesn't really have much relation to high-end games.

It does look a bit bloated, but I haven't tried it. Just skimmed over the docs.

Anyway, I think the fact that people buy JUCE is a sure sign that you don't have to provide a perfect UI-framework. You just have to provide a "complete" solution that is better than the alternatives for some specific domains.

For JUCE that appears to be VST audio plugins, so JUCE also provide some DSP algorithms.

Unity and Godot are "complete" solutions for small indy games.

I guess one major decision is to decide whether one provides a limited library or a solution for a domain. Seems to me that it is easier to gain traction by providing a solution.


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