| Ask-HN: Context: Every time a game engine like this pops up I read through the comments noting other engines and various perspectives and criticisms (positive and negative). I have a game-like music composition project I want to pick back up. Media-intensive with a rich isometric/2D environment, with lots of little animations, which need to be synchronized to perfectly-scheduled audio events. I develop fully-feature prototypes in the past, most recently on iOS for iPad before there was iPadOS... but using Core libraries hit a performance wall on hardware of that era. Question: Who can I consult with up front to get good advice on what technology path to pursue, to realize my project? WebGL/Webasm would be fine. Cross-platform console targets would be fine. iPadOS would be fine and best, gestures are a core part of the vision. ...and I have no idea where and how to find my way into this. I follow some GameDev feeds and naturally what I read about is very capable application of engines/environments which are quite close to what I need, but which are (naturally) targetting game dev. Say you wanted to sit down and make a rich visual sequencer with some DAW-like features? What's the right approach? It's not a traditional DAW, it's much more about a rich tiled game-like UX; it's not a game, with levels, maps, and such... it's got elements of both. The audio engine needs to be DAW-level, but, synchronized to graphical elements and UX and responsive to gesture in a way that's like game-level. Any ideas welcome. I think I have a good (layperson's) understanding of the overal architecture I need; but I don't know how my conceptual map translates into different styles of game-engine or more general media-engines. My hunch is my "solodev" state which was a blocker before when I had no time to quit the day job and learn eg. OpenGL for iOS, is significantly ameliorated today by code assistants... iff they are familiar with <the engine/platform> Do Claude Code etc. know Unity dev? Engines like this one? I don't know! Naive. Haaaaalp |
- SDL2 for input and window management
- OpenGL for rendering
- libpd for sound generation and processing
- RtAudio for audio I/O
- sol2 for Lua bindings
- Qt6 for the tile map editor
I'm not targeting the web, though.
> The audio engine needs to be DAW-level, but, synchronized to graphical elements
Are the sounds generated from game events? In that case, time synchronization between game clock and audio clock is indeed an interesting problem with multiple solutions, each with their own trade-offs.
If the game only acts as the user interface, you can treat it like in a regular DAW.