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Joined 7 months ago
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Cake day: August 15th, 2024

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  • We have a similar setup where I work (enough different to think they don’t work with me, but who knows). It was done like that in our case because we ship embedded linux. Because we are building on linux and targeting linux we kept running into problems with people linking local system libraries that were not compatible with the target even though they had the same name. We eventfully wrote out own package management tool which locked things down so you can’t make that mistake - the same month we hit 1.0 conan did their first public release, if canan has been 2 years sooner we would have just contributed to that instead and saved a ton of effort, but now we have too many sunk costs in our current tools and so it isn’t worth changing to a new one.



  • Contribute to some other game that already exists if possible. that is the power of open source - when many people over many years come together to work on all the tedious details to make a complex polished game free from market pressure. When you do many choices have already been made for you, so they can tell you where to start. Want to add a new puzzle, put a picture on some wall, or whatever - they will tell you how to do that.

    If nothing is like your idea you can start from scratch. Likewise sometimes the existing people involved in the game are jerks and you need to start over or fork - but are you sure it is them and not you. These are not ideal cases though and should be avoided. Much better to work with others if possible.

    If you start from scratch you should be thinking about what game engine to write in. You can write a game from scratch in raw code, but in general step one is picking your engine and then living with the limits of that engine.