@TheComet
That video is extremely impressive / cool!
@BGB
Don't be too hard on yourself, coding an engine and game from the ground up is always impressive and something to be proud of - even if it doesn't play all that well. Whilst obviously your opinion is what's going to matter to you, unless you've had lots of testers tell you it's no good you shouldn't beat yourself up (or even if you have, hooray for positivity in the face of adversity!).
yeah, dunno.
for the most part it had been a lot of people not really caring much, or people complaining about and/or downvoting my YouTube videos...
well, along with some amount of people being confused over the whole idea that "the code is available, but this doesn't mean it is FOSS", nor that I am going to personally bother with trying to support everyones' favored build setup (it is up to them if they want to try to get it built from source).
one person actually went as far as claiming that "code doesn't belong to developers" and "everyone is under moral obligation to use GPL" and so on...
the parts which it is ok for people to reuse are explicitly put under the MIT license, but most of this in infrastructural code, rather than the engine proper.
but, then I am left thinking things are lame for all the "little things", like, I have not personally been able to write a "good" text-to-speech engine, as my major past implementation (based on diphone synthesis) is "barely intelligible" (and also sounds "oddly British" for some reason...), and most of my attempts at formant synthesis are worse. (like, none are anywhere near MS SAPI levels...). basically, the goal would be either an intelligible diphone synth (like Apple PlainTalk), or intelligible formant (like MS Sam). note that newer voices (MS Anna, ...) are based on unit-selection. (note that using MS SAPI is non-portable). (mostly just me idly wanting characters to be able to say stuff without having to prerecord it or fall back to using text boxes, or be stuck with intelligibility as a likely Windows-only feature...). (note: have already looked into some of the FOSS libs).
then, there are various strange omissions, like me only recently getting to working on adding support for AVI videos with ADPCM audio (*1), and don't currently have built-in support for MS-CRAM / MS Video 1 (*2), ...
*1: with "real" video codecs, MP3 audio is most popular, with PCM being common for video capture. ADPCM is most commonly used along with older video codecs.
*2: not exactly like MS-CRAM is known for its amazing image quality (originally, I knew about both CRAM and RPZA, but for my uses at the time, picked RPZA as a base for building animated textures on, and put off supporting CRAM, ...). (codecs not handled directly go off to VfW for decoding).
nevermind once again, I am also left annoyed that there still aren't really any "good" options for recording at higher resolutions (1440x900 or 1680x1050) without chewing through lots of HDD space (1680x1050 recording is basically resigning oneself to use around 500MB to 1GB per minute...). the main limiting factor is mostly how much can be done in real-time by the encoder (well, at least it isn't raw RGBA, or around 13GB per minute).
though, granted, given that 3rd party screen recorders also can't do good quality at high resolutions without causing lag and/or eating the HDD, it seems maybe it isn't really "that" bad.
but, nevermind everything else which isn't very good with my projects, or life in general.
also nevermind that it is boring and kind of sucks (not as good in most regards as the games its design was based on).
sometimes it all does seem a bit like an epic fail though...