I've written a chunky post about my ideas and challenges I see for the design of the Liblast Framework.
The Liblast Project aims to build a framework for making FPS games and produce an FPS game called Liblast.
For all that to work, we need a lot of educated, forward-looking design decisions.
I am taking inspiration from the Quake/Source engine family, but also from Liblast legacy game and other work I've done.
Please chime in 😀
https://codeberg.org/Liblast/Liblast/issues/9
- unfa
[Discussion] Liblast Framework Design
I can't find a good place or a name to talk these things under because everything it tangled with everything else. There's going to be multiple things in the framework that I think require a common interface that can be accessed using various means.Codeberg.org