1 month ago

In the making : Project FGL - Windows Version Complete!

1st Image - Profiling the Performance

2nd Image - The "Sample Project" Executable

3rd Image - OS and performance testing (Using a genuine Intel Pentium)


At last, i have finally finished building a complete "SDK" for myself!

For those who don't know what i'm talking about (And also as a quick recap) : Project FGL is my newest personal Game Engine made entirely in C with OpenGL, making sure to only use the vanilla Windows Libraries

The thing is playable at 60 FPS on any computers built after the year 2012, with insanely slim requirements for the RAM and CPU, which allows it to run on any Windows OS between W2K (Windows 2000) up to whatever the newest version of Windows is at the time you're reading this

It can do graphics perfectly fine, as well as Audio and Keyboard/Mouse controls

I made sure that every possible resource such as Sprites and Audio will be embedded directly inside the EXE file itself, these can still be accessed, however you will need to use Resource Hacker (...As well as a tool to decompress the actual Sprite Data, if you really want to...)


So now that i've made myself a game engine specifically for my own needs, does this mean i'll abandon Godot (And by extension, every other game engine) altogether..?

Yeaaah, No...Obviously, the Engine itself is cool and all, however, not only is Godot always gonna be more convenient to make games (In my current situation), Project FGL doesn't come close to a few notable parts of modern game engines... (Not to mention, porting it all to Linux, and potentially Android can also be a bit of waste of time at times...)


Lmk what you all think! ^^



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