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 !