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Looks interesting. But how does this compare to other frameworks like Godot or Unity?


Well Godot and Unity are GUI game engines, and my project is a code game framework, which is quite different.

A game framework usually does not provide specific "game logic" but only some tools and functionalities that can be used in any type of game. Frameworks are also more lightweight and flexible than engines (again, usually)

As a hobbyist, I always find game engines overkill for 2D games, and I like to do things by code, rather than using a user interface.


Thanks for your reply! I played around with Monogame[0] in the past and I absolutely loved the "code first" approach. I will definitely try out NasNas.

[0](https://www.monogame.net/)


is a comparison between a 168-commit one-man show and an 30k-commit, 1600-contributor project or a project which his the main asset of a company valued at 2.8$ billion dollars really going to be relevant ?


I meant a comparison in terms of goals, ergonomics, etc. Whatever this new framework is trying to do differently. IIRC, Godot also started as a one-man show.


Oops, didn't see your reply. The main goal of NasNas is to keep things simple and readable. By readable I mean that even someone who is not familiar with the framework should be able to understand what the code does and how things work together.

Since it targets beginners and intermediate game dev, I want it to be as much accessible as possible by exposing only the "high level" aspects and taking care of the "boilerplate" code.

For example, rendering is "hidden" from the user by using a Scene/Layer system that you can find in other game fw or engines aswell. This way, in just a few line of code you can create prototypes and games quite easily.

Finaly, the project is in its early life, and I plan on continuing developping it with new features !




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