this post was submitted on 18 Mar 2026
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[–] ZILtoid1991@lemmy.world 2 points 2 days ago* (last edited 2 days ago) (1 children)

I did try to use SDL, while it's like the only library that gets controller support remotely useful (still not ideal, but at least it doesn't still use DirectInput for everything), it still uses a lot of ancient API, that is only applicable for XP machines.

Also any good modern engines come with well integrated editors, that are like 80% of the reason why they're popular. I'm making my own engine, and the hardest part is the editor.

[–] sp3ctr4l@lemmy.dbzer0.com 3 points 2 days ago (1 children)

Ok, so you are building your own engine, that makes a lot more sense, and you do realize that... the editor itself is actually quite substantial a task, to get everything coherent and also functional.

Honestly, best of luck to you!

No clue if you've seen these before, but maybe they could be helpful?

https://david-delassus.medium.com/trying-out-sdl3-by-writing-a-c-game-engine-c9bb13156b74

https://github.com/linkdd/sdl-game-engine

https://blog.conan.io/2023/07/20/introduction-to-game-dev-with-sdl2.html

[–] ZILtoid1991@lemmy.world 2 points 2 days ago

My main issue currently are:

  • rewriting the editor to be more usable (embeddable into projects),
  • using Linux API for my own direct media layer iota in ways many did not expect, to add support for things like HD rumble (regular rumble will also use HIDRAW, because of how overcomplicated the evdev rumble is).

BTW, I'm in the process of stripping the D runtime out of iota, so it could join the ranks of SDL, SFML, GLFW, etc.