I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.
https://noelberry.ca/posts/making_games_in_2025/
https://noelberry.ca/posts/making_games_in_2025/
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But if you ever fancy trying some new stuff or just making a really quick prototype, it can be really good.
I'm curious about your vscode and dotnet core setup. Having almost no knowledge of the ecosystem, what kind of toolchain are you using? I tend to shy away from anything with complex build systems and similar.
C# isn't really like C++ where there are a lot of different build systems - it's standardized with .csproj files.
I've got a few unity games to finish, but I'm defo transitioning out of it, probs godot for 3d and foster for 2d!
I do wanna give Love2D a proper try at some point tho!
BTW are you going to Liv Game Summit 2025? https://investliverpool.com/news/liverpools-games-industry-gears-up-for-liv-game-summit/
https://github.com/alektron/ChunkMinerGame
I started this project in C++ specifically for portability, but the AOT stuff sounds like it wasn't necessary. C# is super comfy.
Did you write a spritebatch system on top of SDL GPU? Have you tried building for the web at all?
Also SDL GPU does not support opengl or webgpu at the moment. I had my own opengl implementation for a while but dropped it.
But Godot fit better for me!
Since 2011 I've been working on the nCine, my open source cross-platform 2D game framework. 💪
https://ncine.github.io/
Would it be better to learn a bit of D3D11 beforehand, or is it achievable to dive right into SDL_GPU without knowing any other APIs besides OpenGL?
For me especially the shader situation seems a bit hard (e.g getting into hlsl without knowing DX / Vulkan style glsl without Vk experience)
But yeah you gave me confidence to simply try it out :)
I love to build game and have experience in Unity, Roblox ,GTA V...
I will give Foster a try! (after I'm done with my project) - thanks for making it open source!
You mentioned that you and your team didn't have much 3d experience when making Celeste 64, which was also made using a framework, do you have any suggestions for learning 3d?
I would add Unity/UE are very slow editors. It take at least 30s to load, 10s to reload the assemblies. Any file change produce an asset reimport. […]
It scales with project and team size at a point where it is not negligible time.
Godot is currently better on this topic.
Actually, you can, by just implementing a custom allocator, (and it's pretty trivial ;) ...).
My game YOYOZO is a tiny 39KB but made it to Ars Technica's "Best Games of 2023" list alongside heavyweights like Super Mario Wonder and Tears of the Kingdom! https://blog.gingerbeardman.com/2023/11/21/yoyozo-how-i-made-a-playdate-game-in-39kb/