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Do you use a framework and if yes, which one?

Which framework do you use?

  • I use Pyro

    Votes: 0 0.0%
  • I use fantomEngine

    Votes: 0 0.0%
  • I use Fixel

    Votes: 0 0.0%

  • Total voters
    9

MikeHart

Administrator
Joined
Jun 19, 2017
Messages
3,597
Hi folks,

in my opinion, the feature set of CX lacks typical game related stuff. Things that were taken care of by numerous frameworks in the past. Personally I have created 2, one for mojo1, one for mojo2.
Sprites, collision detection, particles, layers, etc.!

As we think that CX maybe could benefit from an official 2D framework, we are wondering what the demand about this is. Do you run your own? Do you create everything from scratch for each game your work on? Do you use a 3rd party framework? Would you like to see an official 2d framework that ships with CX? Do you think our time should be spent on something else?

Please share your thoughts about this topic.
 
I built my own - not too fancy but it has buttons, menus, sound-libraries and such.
 
Usually I used my own as well which mainly was just GUI buttons and check boxes plus resource management.
 
I just do everything from scratch with a bit of code reuse.
 
Since I only built 1 game, I can't say there is much code reuse at this stage....
I however created my own modules for super class for mojo's app to define game states/splash/death screen, etc. and some common functions/utilities for math/geometry/uuid generation

I also use some of ignition-x utilities (not the framework). Also I like to keep things as simple as possible... So no frameworks, just some helper functions for now...
 
Interesting answers so far. And it makes me believe that providing an official framework would be overkill aka not really needed.

To the ones who do their own thing... I would like to know WHY you do this. Some frameworks exist since the dawn of time. I just wonder why you went the extra mile.
 
I would like to know WHY you do this. Some frameworks exist since the dawn of time.
  1. It's more fun to roll your own and improves your own coding skills.
  2. A framework may not have what you are looking for.
  3. You are not relying on someone else's work that could be abandoned on a whim leaving you high and dry.
For me to use a framework, it needs to be well established with many contributors.
 
An official framework might have more traction. Mojo is strictly speaking a framework, after all.

But I think part of it is that Cerberus is mostly used for games, and that means:

1. The programmers all know how to create interactive graphic elements
2. Games need buttons and stuff, but they don't need much *depth* of GUI. You could typically have three windows, always existing, and a state machine saying which one is updated and displayed. Which means an explicit window class is almost overkill. You know how your stuff works, and in effect everything just implements an unwritten interface.
3. In games, having your GUI look different to everyone else's GUI is a feature, not a bug.

And the other part is that as dawlane suggested, we like to do things our way. For example, a self-respecting framework in Cerberus will probably have auto-scaling, but I never do that. All my elements individually scale to native pixels. Mainly prejudice on my part, I know, but I feel more comfortable with it.
 
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built my own but ticked used diddy because I did for all things scene, just loved how it handled assets, and scenes, I never really touched anything else from diddy but im sure the rest of it was really good as well.
 
The demand was served very well under MX. Most of you run their own. I will port fantomX to CX soon minus the stuff that go into CX directly.
I think now that there is no need for an official game framework.
 
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