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Good guy clippy (lemmy.zip)
submitted 1 day ago* (last edited 1 day ago) by Maven@lemmy.zip to c/programmer_humor@programming.dev
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[-] wise_pancake@lemmy.ca 10 points 1 day ago

I’m experimenting with a game and rather than deal with platform specific graphics I’m just targeting wasm and webgl and plan to embed my game in a browser runtime.

It feels less terrible than the mess that is linking platform specific logic and code.

[-] MonkderVierte@lemmy.ml 11 points 1 day ago

Or use a real cross-platform UI toolkit.

[-] wise_pancake@lemmy.ca 1 points 1 day ago* (last edited 1 day ago)

Do you have suggestions?

Last time I looked at QT I didn’t like it

For what it’s worth, I’m not looking at electron but something like an embedded browser mode. I think qt has that

[-] MonkderVierte@lemmy.ml 1 points 1 day ago

I even forgot how that one i liked years ago was named. But Wikipedia has a (likely slightly outdated) list. Just google "cross platform ui toolkit".

[-] The_Decryptor@aussie.zone 2 points 1 day ago

Qt is overkill if all you're using it for is to create a window you render into, something like SDL would be better.

[-] wise_pancake@lemmy.ca 1 points 23 hours ago* (last edited 23 hours ago)

That’s how I feel, and I was between SDL and just writing GL code myself.

The problem is I run Mac and OpenGL is at best neglected and is deprecated. If I use webgl and wasm I done have to worry about any of that, and they have sdl for wasm.

Edit: my game is going to be 2d and the UI isn’t going to be more complex than raylib. I’m just playing around but also building an idea I’ve had for years.

[-] LordKitsuna@lemmy.world 2 points 1 day ago

The vast majority of game engines already have seamless cross platform support. Nothing need be done beyond selecting your target when compiling. Use Vulkan instead of dx11/12 and good to go

this post was submitted on 08 Jan 2025
1035 points (98.0% liked)

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