Having said that getting the code working properly with a nice 3D UI is my priority, not having a slick game with some code doing some mundane stuff in the background.
Having said that getting the code working properly with a nice 3D UI is my priority, not having a slick game with some code doing some mundane stuff in the background.
Unreal engine which uses C++ primarily, has the problem that it's a humongous mostly legacy code macro heavy system .
If anything being proficient in C++ before you start is harmful because of the puckering of orifices when you hear about it's mostly quirky powerful macros all the way down.
I want to use a game engine as a library.
I'm curious, as a primarily C# developer, how do you feel about Godot, in this respect?
It's also really good for a hybrid setup where you use their editor to design scenes, and then you can load/instantiate the scenes at runtime how/when you want. Or, just programmatically creates scenes yourself from code. You can really do whatever you want.
I had the same need and found Raylib_cs suit very well for that