seems like they have a LONG way to go. Specially looking at https://www.youtube.com/watch?v=fUNGf3C8SOM their test results. Basic things like rendering a new sprite seems to dip the frame rate. Additionally things like https://ncine.github.io/build-windows/ and https://ncine.github.io/build-linux/ are several encompassing steps long when comparing it to godot which is literally 1) download godot. 2) run godot. 3) make your game!
Which okay, I hear you, this isn't supposed to replace that (supposedly) but instead be a more structured replacement for frameworks like SFML. But even SFML offers builds compared to this. SFML is literally: 1) download sfml. 2) tie it into your project via visual studio or cmake or such. 3) make your game!
So the biggest thing I can recommend to nCine is to push builds of their framework engine, thing. Create some github actions or such. It should be easy to create a build with every commit or creation of a new tag or such. Not doing so just piles on extra work for people trying to use your new system, at a time when they just want to check it out and see what it's about. It's a good way to drive people away.
I have been working on my 2D framework for more than ten years: https://ncine.github.io It allows me full flexibility with my projects and the opportunity to learn low-level concepts that I can apply at work.
Sono otto anni e mezzo che sviluppo attivamente nCine, un game engine 2D multipiattaforma.
Per maggiori informazioni consiglio una visita al sito: https://ncine.github.io Per il codice, invece, visitate l'organizzazione su GitHub: https://github.com/nCine
Buon anno nuovo a tutti! 😉