Crunch time engine development: Commit count 126
Hi :v:
For every LD I've told myself I would make my games in my own engines (and I kind of came close to that with LD39 and LibGDX), but I haven't been truly able to do that :sweat_smile:
For the past 2 weeks I've been crunching hard on my 6-months-in-off-and-on-dev engine, cleaning it up and finishing all the necessary features for basic games:
(ravine is a little game I'm making just to see what the shortcomings of my engine are)

Here it is, its called Kea and here is its repository. It has a very simplified API, which many will see as a downside, but this is meant for me to build small scale, unambitious projects like game jams and such. I don't need complex frame graph renderers or GPU particles, just a sprite renderer :wink:
Where I am now
Currently I have 6 platforms supported:
- Desktop: Windows, MacOS and Linux
- Mobile: Android, iOS
- Console: Nintendo Switch (homebrew though, I don't have a real Nintendo License :pensive:)
With a developer backend for OpenGL and in-dev backends for Vulkan, DX12 and Metal through gfx-hal.
In addition to a rendering abstraction I have a fairly solid interface for cross-platform input, and an asset packaging and loading system. (Sidenote: File containers are fun to write)
Past few weeks I've made way more strides in the engine development than the previous 3 months combined. There is still a lot to do though.
What needs to be done
My main concern right now is audio. I have completely neglected sfx API development, and its crucial for a decent jam game. I've been toying with an API that might not be absolutely terrible, but also does not currently have any support on any of the platforms I have.
The next 2-3 days I will focus 100% (read: 70%) on getting the audio API off the ground and into a workable state. And when that's done... There's always more to do :wink:
Oh, and I'm in! :tada:
Good luck to all!