Hi everyone.
I guess this would be another one of 'those' questions.
I'm a .NET programmer and I've been developing games in Unity for 3 years now, and recently finished my 5th game. But in some sense, I feel like I've reached a barrier. I don't want to disregard Unity in any way, neither UE4 (that I used for a month or so), but in the last days, I'm feeling some urge to have more freedom in the development of my projects. That's when the idea of rolling my game from the ground up came back to mind.
Besides wanting to have more control over some low-level details of the game, I want a more close control over the scene system especially to use my own map editor. And obviously, I'm exciting by the learning perspectives.
If I use an engine again, I would go with Godot. And although I know I could expand Godot to my needs, that's unlikely to happen because I'll get easily overwhelmed by the engine and the lack of a good C++ API specific documentation (the engine one is good though).
So I'm here to ask for your personal opinion. I know C/C++ good enough to start, and I've already toyed around with OpenGL. I also love this topic and data-oriented approaches.
Should I use SDL, Allegro? Irrlicht, Urho, Ogre? Maybe build upon Cube or Torque? I'd like to learn while doing it, but how much work would be to write a simple render in pure SDL? And adding shadows or shaders?
Should I follow HandmadeHero maybe?
- I'm planning on Windows support, but with porting in mind. Starting with 2D and hoping on diving in 3D soon.
- I'm not building an engine, but a game.
Thank you all!