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by kabdib
4885 days ago
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Sound. Networking. Decent async file I/O. Threading libraries. Dynamic loading of components. Anti-cheat techniques (or any other security stuff you might need). Device input. Choosing and supporting a platform (and the follow-on customer support issues). Diagnosis of customer problems (because they _will_ have them). |
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Networking: Most folks building a bespoke networking layer seem to go with ENET, which is cross-platform.
Async file I/O: yup.
Threading libraries: something wrong with Boost Thread? (Boost gets coroutines, too, in 1.53, which I'm pretty excited about.)
Honestly, the biggest problem I see in writing a cross-platform game is device input. Trying to build a joystick/gamepad-based game for Linux and OS X are pretty painful. Fortunately I've lucked onto GLFW as a windowing toolkit, which handles the HID Manager boilerplate and other badness for them.