Oops, I forgot to post this last week when I implemented some scene-graph editing functions. It wasn't complete, it still isn't... but it's a start. Let's make it a #screenshotfriday
@maxliani curious, was the choice of struct by design or what you are used to?

@Sharlock93 a class is just a struct where content is private by default. There is really no other difference to it.

On personal project I tend to cut the BS and keep it as simple as I can. It’s the only way I can be “productive” with a budget of a handful of hours per week.

@maxliani yeah I'm aware, compared to the current project at work which has heavy C++ism, seeing a struct instead of a class just warms my heart.

@Sharlock93 awww.

From what I experienced so far, code complexity grows with the org structure and the number of engineers involved.

@maxliani indeed, I work in AAA and ,as I'm sure you have seen before, the current codebase has a decade or two code. Certain parts of it are quite complex.

My main problem is certain parts of the codebase uses cutting edge C++ism such as

auto some_func() -> Some type {...}

Which I personally think adds too much complexity without much benefit. Video games are already complex enough, we don't have to add more language complexity.

@Sharlock93 I ear you. In my current project at work it’s not much the modern stuff, it’s too much encapsulation and too many interfaces. The implementation i C++ with std containers galore, while the interfaces are pure C. It takes real effort to pass data from A to B and I feel lost most of the time.
@maxliani yep, the code becomes unreadable and you cannot follow the flow of it offline. Its just bad :'(. I stick to C99 with minor C11 features on my own projects.