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by gmueckl 2886 days ago
Look at the example code further down: the engine isn't a heavy framework with tons of abstractions between the big systems and the game code. You get to directly access and drive all the individual systems yourself.

The most common "big" game engines don't allow that. There you get a big, quite opaque runtime that somehow will do rendering, sound, physics and networking and occasionally call individual fragments of your game logic in between.