Considering starting my next C++ game engine using modules to replace #include. Maybe a bad idea but hey we'll find out!
What's some other cool tech worth checking out? atm the plan is:
Using tags so I hopefully reach the right people :)
[#]customengine #linux
=> More informations about this toot | More toots from allpurposemat@mastodon.gamedev.place
@allpurposemat Do yourself a favor and go straight to meson instead of cmake.
=> More informations about this toot | More toots from pmidden@fosstodon.org
@allpurposemat raylib is another one of those graphics libraries I never manage to find the time for to try it out. Maybe interesting to you, though.
=> More informations about this toot | More toots from bryanhonof@mastodon.social
@allpurposemat oh, and if you’re crazy enough, you could—not saying you should—use Nix as a build system and package manager for your C++ needs. 😅
=> More informations about this toot | More toots from bryanhonof@mastodon.social
@bryanhonof Thanks for the suggestion! I did end up doing (sort of) that, with the project using CMake but all dependencies being fetched via a Nix flake: https://git.allpurposem.at/mat/gooey
Still lots to do before this is even usable, but I am pretty happy with it so far.
=> More informations about this toot | More toots from allpurposemat@mastodon.gamedev.place This content has been proxied by September (ba2dc).Proxy Information
text/gemini