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Raylib_TrueTileCollision
Discontinued Retro platformer physics with Rectangle collision [Moved to: https://github.com/nezvers/Raylib_RectangleCollision]
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InfluxDB
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The topic related to our discussion is this: Rewrite Godot in Rust. The answers from the main devs were quite clear that one just cannot jump between many programming languages like it's nothing.
Already answered:"If you know even JS, you already know if, else, else if, for, while and functions. Knowing how that works, it works in any modern language and the rest is just icing on language's cake. That doesn't take long to learn."I started with GameMaker and it's GML C and JS cross-breed (with basic C++ knowledge). I've tested out UE4 C++ and Unity C#. During GameMaker time I learned a lot of programming and made my own NES-inspired collision system which I completed when I checked out Defold with their Lua language ([open-sourced project](https://nezvers.itch.io/defold-true-tile-collision)). I fell in love with plain C and wrote the core of my [TrueTileCollision](https://github.com/nezvers/Raylib_TrueTileCollision) physics as Raylib's example. I've done some little projects with JS.
I still don't convince that different programming languages don't affect the ability to code at all. You might need to read this first before anything: Allow to use Rust alongside C++ to create Godot. From the main dev., I believe he's also a seasoned developer, is considering the accessibility which one language has over the other.
On my, GitHub are many example projects and repo of my jam games and Godot goodies ( https://github.com/nezvers/Godot_goodies)