Maintainer of libtcod, and active in the RoguelikeDev community.
The issues section is the correct place and should be considered to be the dedicated forum for feature requests and bug reporting. It’s designed for that sole purpose and gives instructions to issuers on how to reduce load when making a request. The devs will prioritize issues as necessary.
A Lemmy post or any Reddit-like forum in general is not good for requests since the posts will be forgotten over time unless they get cataloged on the issue tracker.
https://github.com/LemmyNet/lemmy-ui/issues
For the Lemmy UI Frontend all bugs and suggestions go here. Be sure to check if something was already posted first. More info about contributing is here.
Corporate middlemen on AI model generated content: “When we do it, it’s okay! But when you do it, it’s stealing!”
This genie can’t be put back in the bottle and what they wished for has became a monkeys paw for the media monopolies who thought they could replace all their artists with an unpaid robot. They’ll try to update the laws to stop this but it’s already too late.
I saw some of your progress on Mastodon earlier.
The Bob Nystrom video was always one of my favorites. Breaking Dependencies: The SOLID Principles - Klaus Iglberger is another one I like which might be relevant to your C++ project. It might be late to apply those ideas now but it’s something you can keep in minder for later. SOLID works well for game engines.
I apologize for not helping out much. I ended up struggling with my own projects too much to help out with others. These days I hesitate to work a project where the entities aren’t implemented with an ECS pattern, including dropping many of my own projects. Entities not following the open-closed principle rapidly build up technical debt in my experience.
Serialization is a pain in C++. Some of the new reflection syntax might make things easier but that always seems far off. I’ve already recommended Cereal which is what I’ve used in the past. It supports polymorphism. It seems like you can’t avoid some sort of boilerplate in C++ due to how classes work in C/C++.