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Yet another game engine written in an imperative language, seemingly with the focus on writing something in Orthodox C++ and not necessarily writing something to solve a problem. Just as the discussion on this post shows, the more interesting thing here is Orthodox C++, not yet another game engine which doesn't offer any featues that modern game engines offer.

If you're expecting people to see this as a useful product, please explain why it should be used instead of the existing game engines. Consider listing its features and comparing them, maybe in a table, to popular game engines. Deferred rendering? Multi-threaded rendering? Entity-component system? etc.

Right now, I can see it has a (nice looking) editor, "physics" (nothing's moving, so it's hard to tell), and "animation" (again, nothing's animating in the image). Alas, one needs to learn to use its entirely fresh standard library reimplementation, and likely its strict C++ subset, if one actually wants to be productive with it. Given apparently no active community, no sample (or actual) games written in it, and no paid support, I don't see how that would be feasible.

If you have no interest in actually making a competitive, novel, or useful (to others, compared to existing solutions) game engine, please just say that. In that case, I'd just say this is a neat side project: well done, but try to focus on building something with it to help sell/prove its features.



It is just a simple general-purpose, data-oriented, data-driven, entity-component based, lua scripted game engine written in sane C++ for my own game development needs.

Nobody's trying to sell anything here.




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