Skip to Content

A programmer's dilemma

16 replies [Last post]
larienna's picture
Joined: 07/28/2008

In response to another thread, I explain my dilemma here. Warning, there will be some computer stuff discussed here, but I'll try to keep it intelligible for everybody. It's also a very long post.

Objective: Determine the next projects to work on.

Considering I have short attention span, I rather split projects in various smaller projects.

Considering that I have a lot of turbulence in my life right now, the amount of free time I have is variable and unpredictable.

Considering I also have board game ideas I could be working on to change my mind. I would want to make multi-platforms games that work as board game and video game.

Original Battle plan

Create a first person dungeon crawler for free and/or commercially inspired by Wizardry. To do so, I am working on 2 sub project, which are reusable libraries:

Mapper: A first person, step based maze crawler. There is a possibility to code this directly in OpenGl making it Game library independent. It could in theory makes it possible to mix and match with other game libraries. See later.

Glymmer: A menu system backed by a database that could allow to implement almost any strategy game that does not have 2D or 3D geography (movement, tile placement, etc). If it can fit in a spreadsheet, it can fit with Glymmer. I might add mouse support, but I don't think it will be a touch friendly user interface. (In case I want to go mobile)

The problem

The libraries and tools I am using are getting old. I have to replace them with something more modern. It would make development faster and more enjoyable. I found some tools that has the same philosophy as the old tools, I just need to learn and use them, which does add more delays, but the sooner I switch the less conversion I'll need to make later.

I want to move from C language to D language. More modern features, same philosophy, there might be better cross compilation capabilities. Should be slightly faster to code with less bugs.

I want to move from Allegro 4 to Raylib game library. Again, more modern features, same philosophy, supports 3D polygons, better image support, but there is little documentation(no books). It could be portable to android using the NDK (native development kit) but that remains to be tested.

I want to move from CMAKE to Meson as software builder. The objective is to make cross compilation easier, and have a lighter build system. Also compatible with D language.

I could want to move from Code::blocks to VSCode as an integrated development environment. I never thought I would value a Microsoft product more. One feature is that it gives me access to Gitlab's AI plugin(not sure if it will be used). Code::Blocks support D language already, so this change is not mandatory. There is another reason why I could be wanting this, see below.


In order to make learning more interesting, while testing the new skills, I was thinking of making a small game project called "Poker Dice Push" that is basically a poker dice game with a view game play variation. I could then test selling it on or other platform while testing my new tools.

One of the problem is that I diverge from my primary objective, but I could make some quick cash fast. Or at least have a game publishing experience with different platforms.

New player in the ecosystem

Now normally, I discarded mobile development from my vision for the following reason:

  • The players are not gamer, it's a play and throw away culture.
  • The games must be visually appealing.
  • The games needs to be simple, main stream ... or Dumb.
  • Android Studio, IntelliJ and Gradle are super heavy to use, making it hard to build android software. You need at least 32 gigs of ram to run smoothly.
  • Toxic monetary model.
  • The competition is ferocious.
  • Variable screen size and and resolution.
  • Volatile devices that gets updated all the time.
  • Android is not programmer friendly.

But some variables changed now. VSCode can support Java and Kotlin for android and take a fraction of Android Studio's RAM. I have 3-5 main stream game idea that could work on a touch device, and that could be expandable (buy more stuff). My poker dice idea could pretty well for a mobile audience. If I want to make mobile game:

  • It must be simple to play and learn.
  • It must be free to play, and pay to additional content (best compromise so far). Ex: A golf game, You can try the game for free with only 1 course, but additional courses cost money. In board game terms, free base game with paid expansions.
  • Not have any reusable components besides the Game Library. Making reusable libraries in Java is a pain, especially with Gradle. So each game must be coded from scratch which is the anti-thesis of my philosophy for Mapper and Glymmer.
  • There needs to be little data to save. So no database if possible. Having a set of key/values ArrayMap serialized to disk as a same game is a solution.
  • Needs to be real time game. Suitable for games with real time mechanism.


I need to install VSCode and the Android SDK and see if I can make a LibGDX demo game. See if creating a mobile game could actually be possible with those tool at a reasonable speed.

I need to test if making an Android game with Raylib and the NDK could work. That might be more complicated to achieve, but that could allow the mobile and non mobile path to overlap.

I need to test if OpenGL is compatible with other game libraries. I understand the portability advantages, it's just very awkward to program. The idea is to build the background maze in open GL, then use game libraries to draw over the Open GL output.


Some questions I have in my head right now.

Mobile or not Mobile: If I go mobile, get might have game ready more easily, could earn some income, should be faster to implement, but there is a lot of competition, and game should be rather simplistic. I need to make it abstract or modern for artistic simplicity. It will be hard to stand out from the market, but it's not impossible. The feedback loop is faster, I might get more motivation to do other games when one is out there.

Poker dice or not: Should I make this poker dice game to learn my new tools (mobile or not). There could be risk that my busy like prevents me from finishing this project even if smaller. Else I can use Mapper or Glymmer as a learning project for my new tools. If I get interrupted, it's not so bad. It focus more on the long term projects, but they might never pay off. Less motivating because the reward seems very far.

My short attention span strongly incite me to do small main stream game which could be mobile.

Also, both path are mutually exclusive. Working of mobile games with LibGDX, does not make it easier to build more solid game on the other path. If Raylib works on android, then yes, what I do for mobile, could be reused for more serious games.

So I might focus on testing features and tools for now to really know my options.

What are your suggestions? Keep them structured.


questccg's picture
Joined: 04/16/2011
I know you wrote a LOT ... But nothing in the direction of the

MARKET! Unity 3D using C# and it's own IDE is probably the BEST route to take. If you want to deploy on Windows, Linux, Mobile or Console, Unity 3D allows you that option.

Unity is a cross-platform engine.

- Mobile platforms iOS, Android (Android TV), tvOS;
- Desktop platforms Windows (Universal Windows Platform), Mac, Linux;
- Web platform WebGL;
- Console platforms PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch.

Unity gives users the ability to create games and experiences in both 2D and 3D, and the engine offers a primary scripting API in C# using Mono, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality.


From what I have seen of Unity 3D is that it allows you to create the LEVELS in the Editor and experiment with different aspects like Lighting, Physics, etc. There is a scripting language which allows you to both define and apply Events such that they are "trigger" based.


Enough said for now. If you use Unity 3D you'll find most of your effort will be on DESIGNING a level (it's not like an engine which randomizes levels). The LEVELS are built right into the Editor...

So you would need to compromise on creating something SPECIFIC: A GAME. Versus creating and coding a LOT of some kind of ENGINE (like Glymmer and Mapper, etc.) You don't code these things any longer, you design them in the Editor. Don't ask me how to do an Inventory... IDK. Or how to create a HUD... That is a beyond my surface level knowledge of Unity.

Therefore Unity allows you to MAKE GAMES and not ENGINES. Unity IS the engine and the tools that come with it allow for Rapid Game Development. You can probably create a LEVEL pretty FAST VISUALLY... And then you can walk-thru it and see how it feels...

It's a whole different philosophy than coding in C TOOLS and ENGINES and such. But you get much more advanced dynamics... It's probably closer to a DOOM Editor (if you are familiar with Hexen), than it is programming in C TOOLS that games can use as a second step in the process. In Unity you MAKE the Game.

X3M's picture
Joined: 10/28/2013

And with that, I mean, mobile AND not mobile.
A game that can be played on both platforms. And players from both sides can meet.

Art of War 3: Global Conflict
does this.

And the teams that work on
Infinite Control: Dark World
are doing this.

The trick here is that you primarily choose mobile.
And the pc counterpart is a simple mouse click game.

This is my suggestion, but it is an opinion based of barely any experience.

questccg's picture
Joined: 04/16/2011
My personal NEEDS stem around window-based Apps

What I am trying to do is create an "ENGINE" or a customizable APP that uses JSON some kind of text format to read that file given an INDEX and then present that said information in PIECE-MEAL.

I could create a PHYSICAL BOOK ... But then players can CHEAT and read into the FUTURE by reading sections that have yet to be "revealed".

I don't need too much SPACE and being able to go BACK to a previous SECTION and uncovering NEW SECTIONS is basically what I NEED.

That is the APP I would want to implement: a VIRTUAL BOOK with Sections and Events which allows the user to read only the sections that have occurred already or when a NEW sections unlock because of some kind of EVENT.

But I don't have time for this... That is why that GAME is ON-HOLD! Maybe in the future (2025) I may get around to implementing something using a flexible input files (JSONs).

Note #1: Maybe it can be CONFIGURABLE App with just a few files and then the DATA Files. Like "Sections", "Chapters", "Pages". "Sections" could be my "Suspects", "Chapters" could be my "Cases Files", "Investigations" could be the pages of information.

Something like that. That's probably what I would want to do given a format of a VIRTUAL BOOK. This way it makes it more FUN by NOT CHEATING and skipping ahead in the various stories and how they unfold...

Note #2: I am using VSCode for my IDE for PHP and Bootstrap development. Good for HTML 5.0, CSS 3.0 and JavaScript PLUS the Saas and Bootstrap compilation (to produce my OWN CSS files which is the whole purpose of using Bootstrap is to have standardized looking webpages with functionality of modern web-browsers).

It's used by a lot of companies to styles their websites with more responsive and Mobile-ready websites. Heck, given the course, I may even SWITCH my own K2 website over the Bootstrap IF I find it valuable and has everything that I need ... TBD. We'll have to wait and see.

As it stands the K2 Website is only missing PRODUCT-related information (meaning I need to make PICTURES and images of all my games) and post all relevant information concerning the games up to be viewed. But Bootstrap is MOBILE-Enabled and I can probably do a lot of stuff much easier than I've currently done. TBD!

larienna's picture
Joined: 07/28/2008
I will never use Unity. I

I will never use Unity. I want lightweight engine where I am in control. Doing my own engine, is a bit more work, but I am in control. If there is a problem, I know how to fix it. I don't need to search the internet for hours trying to know why a function listener did not get fired when clicking a button. It happens all the time with LibGDX, this is why I am not sure of taking the mobile route. LibGDX is a frame work, it used the "Don't call use, we will call you" philosophy. But if you never get called, now you need to search the net to find why ... very annoying to do.

If I make mobile games, it will work on PC too, but never on console (still, I am not there yet). LibGDX is a multi platform framework. But I'll have to stick to light realtime simple games like explained in the original post. Again, if too complex, I could lose control, making development and debugging more complicated. Realtime is mandatory in libGDX, again, they call you.

I used VScode a bit for a class where we needed to code in javascript with WebGL. The code completion worked badly.

If I want more strategic games, once I have glymmer connected to a database, I could start working on some simple games, like a stock market game. So using that route could soon lead to a playable game, but it's PC exclusive and maybe one day on console since it will be made in C/D.

Should I make a poker dice game to learn new language and tools?

It could give me a good idea of what it's like to have a published game (same strategy I used for Fallen Kingdoms board game). Like Fixing issues and other stuff, but the only thing that remains in coding that game is the experience. The code will not be usable elsewhere.

Once Glymmer and Mapper are working, there will be another library that will support 2D square and hex maps. Opening the possibilities of game I could make. This is for the far future.

questccg's picture
Joined: 04/16/2011
I used to be like you... But I've learnt that there is a reason

for "Progress". And for example; my K2 Games website is ALMOST done. I hacked up all the code myself googling examples from w3schools and coded everything into one (1) single HTML file with embedded CSS and JavaScript. It doesn't need ANY other tools (JQuery, Bootstrap, JS Scripts, CSS Files, etc.) but the disadvantage is that "Bootstrap" does a LOT and even more ADVANCED than what I what I currently have implemented plus it is MOBILE-responsive. So I don't need to do much to make it work on a mobile device... Bootstrap and the way of implementing the webpage takes care of all the details.

So I caved-in and said: "Ok... I'll take the Bootstrap course and see where it leads me..." TBH, I don't have much expectations, but if it's a clear reason to use it, well WHY NOT!?

I already know what it does a LOT of what I have developed "manually": the Carousel (which requires JavaScript), Cards for Collaborators, Cards for Projects, and background areas (which I need to learn... Fancy stuff...)

If it can be a little more responsive and that I can code a French Page... Could be an advancement over what I've done so far... TBD.

I'm one for "progress" so we'll see how things work out and take it from there. I'm getting older and realizing that FULL CONTROL is not essential especially when there is a TON of EVIDENCE to use a tool. Bootstrap is like in middle with over 3,000,000+ websites. That's a LOT. It may be under 15% market share but it is the dominant player in its category...

So I'm learning and seeing what it can do. From the SAMPLES that the course has set-up ... Some neat stuff which I can probably simulate. But again WHY(?) do it manually when I can get it to work without any effort???

The only reason right now to NOT use it... Is flexibility. My current website doesn't need 3rd party files. But if the CSS is installed LOCALLY ... I guess that's only ONE (1) File and it's probably worth it for trouble it can save.

Again we'll see. Like I said the website is ALMOST done. But I could stand to have a Bootstrap website for K2 Games... Maybe and then it will be easier to translate to FRENCH too... Hehehe. Something I had not planned on, but could do with Bootstrap (localization maybe!?)

I understand where you are coming from... I'm no longer the avant-garde that I used to be. Nowadays I'm probably years behind what is the most up-to-date technologies that exist or could be used.

Sorry I cannot help you any more with your dilemmas.


larienna's picture
Joined: 07/28/2008
To quote a book I am

To quote a book I am currently reading on essentialism, you have to ask yourself:

"What problem do you want to solve?"

In my case is, do I want to write more code, or do I want to search more the internet?

Your bootstrap suggestion is a good example.

I tried to make a page in my web development class using bootstrap. After building up my entire page, I ended up with a white empty page. So I told bootstrap to do something, but it did not do it as expected.

Now in the browser, I can only debug CSS. Since I use the bootstrap that generate CSS code (bootstrap is the middleman), I need to find what are the CSS code generated by bootstrap to try to debug my problem. Either I need to look into the bootstrap source code or either I have to search the internet on what should be the expected behavior of bootstrap, try to find other people with the same issue as me, etc.

So, do I want this problem?

For me, the answer is NO. This is why I use Wikis for all my websites.

I don't want to dress up a list of reason why I do not want to use unity. Most people say it's not a programmer's library, but rather a development tool for artist and non-programmers. It's also heavy weight, adding to game size, development speed, computer required to use and develop. It also have the "search the internet when you have a problem" syndrome like bootstrap. There is also a lot of financial issues related to unity: They want your money, and they will sell you tons of stuff to make your life easier. I don't have any budget for that. Originally, the tool was commercial, now I think some portion of it is free.

The only budget I am willing to spare is for assets if I have any budget.

larienna's picture
Joined: 07/28/2008
Maybe I should stick to the

Maybe I should stick to the plan, and not deviate from it. I am still hesitating for the poker dice idea. Still, once I have a database, I can make a stock market game pretty easily.

Even the maze engine, I have a game idea that it's just a puzzle. You move around the maze doing collection quest, picking up and giving items to people. There is no combat. Maybe a few resources to manage like money.

So I have quick games that could be coming up soon.

questccg's picture
Joined: 04/16/2011
Hmm... Not sure about that!?

What I means is this:

A> You can use all your time over 3+ years to develop an Engine for your game and not be able to MAKE a game ... because you have no writer, no artists, no level designer, no world-builder, etc.

B> You've used those 3+ years working on technology that was already OLDER at that time... And now 3+ years later ... Hardly anyone is using it and it's not inspiring ppl to design games using that technology.


So the point I am making is all the time you are wasting CODING an ENGINE, is time you can be spending using an Up-To-Date tool that works on Mobile, PC and Consoles.

Yes Unity is less programmer's style and more DESIGNER style. Yes you can code but it's like Triggers... On this, do that. It's also very GUI-oriented so what you BUILD you can test nearly from the start. Yes it's a PLATFORM... But it is a platform that is being used to make tons of game each year. The current estimate is almost 1,000,000 games made using Unity 3D.

So unless you have your head in the sand or have tunnel vision... You know that Unity 3D is capturing more and more of the market. There is also Unreal Engine but it scripts with C++. I don't want to use pointers ever again ... So F- that!


Did you take a bootstrap course? If you did, you should have enough samples and a review of all components available to you and how they each work. I don't work in a vacuum either ... So to learn I use classes. And so far it's been real neat to learn about VSCode, CDNs (Content Delivery Networks) which HOST Bootstrap files externally, Saas (to compile your own CSS files and personalized to your flavor...) He's already shown me locally with a Bootstrap CSS how a Button get styled WITH Bootstrap and comment the stylesheet a normal grey button. It's instantaneous with VSCode!

Bottom line you need good teachers to teach you the proper ways of using tools. I'm not saying all of them are GOOD... But you start with one and get the basics and move forwards...


I was making a Direct X on Windows some 25 years ago ... And I posted in a forum... Asking what my issue was and how it could be resolved. Never heard from anyone. But like 5 years later... Someone ELSE had the EXACT SAME PROBLEM... Like I said it was many years later and I had figured a way to circumvent the issue...

So you never know... That's all I'm saying.


larienna's picture
Joined: 07/28/2008
I understand your point of

I understand your point of view. It's all a matter of trade-off.

Of course, Unity and Unreal engines are more popular and it`s industry standard, but they don't do what I want. They do the main stream real time type of game: Platforming, shooting, etc.

I want strategy turn based video games backed with a database. None of them offers that at it's core. Board game engines, are too much restrained to board games concept (limit of time and space). I want something inspired by Rapid application development. Think of it like MS Access for gaming.

It will not take 3 years to make my own engine, or at least I should be able to make a game before that 3 years. And even if it did took 3 years to have all the features that I dream. Building a working dialog afterwards will take me 10 minutes. I will not have to spend hours in training, hours in searching the net for issue, hours in retraining because they decided to update their engine.

Sure, the engine and the games, will not be targeted for a mainstream audience. But that is not my objective. My objective is to make good strategy games, that can be designed and played fast.

Right now, nobody offers this.

questccg's picture
Joined: 04/16/2011
Use Discord and TRY to reach out to the Sorcery Dude!

Although you have access to all his SOURCE code... Maybe chatting with him could be very productive. I understand your point of view too! And it's a bit a question of ensuring "compatibility". If I USE "Bootstrap" and compile using Saas my own colors and settings ... As Bootstrap EVOLVES, my files and way of using the library may differ. This would mean, I'd need to figure out what has changed and how it affect my particular implementation (be it any of my websites).

So I know how you feel. But I also feel a bit of a "tech" crunch to LEARN NEW and emerging technology. Some ppl say Bootstrap is dead ... Yet MILLIONS of websites use the library for their website needs. So I guess it's not a BAD decision to work with ONE (1) VERSION and I can DEBUG locally a NEWER version should the need arise to switch to a NEWER version.

It's like the website can run for 5 years no problems ... And then maybe in Year 4, I can start upgrading to the latest version LOCALLY and see how it perform: do all the controls still work, is the website INTACT???

Etc. etc. So for me the Bootstrap JUMP (or leap) is a manageable milestone.

That is IF I like it and it DOES what I NEED it to do. Still unsure about all of that TBH. But anyhow, I will start working with Bootstrap next week, I got all caught up with my custom dice this week because I've been working on a 3D Printed version, a Paper sample, my The Game Crafter Prototypes, etc. I've got a bunch of history that I've been working on with that project.

Anyhow, it is what it is. A chance to learn something NEW which requires LESS coding effort to do what IT DOES. That's the other matter: I'm compromising to how and what IT can do (the Bootstrap Library).

We shall see as I follow the course. All in good time and with good measure.


larienna's picture
Joined: 07/28/2008
Hahaha! Bootstrap is dead

Hahaha! Bootstrap is dead already!?

One fundamental thing in computer development is that you cannot change technology on a dime. Our library catalog run on CGI-PERL, and it's not going to change anytime soon, because they cannot just reprogram everything all the time.

Same thing in libraries, we use classification schemes to position documents on the shelves. If we suddenly decides to change classification scheme, I would need to relabel all the books which is not an easy task.

It's like if computer tech wanted to justify their own job by forcing people to maintain their code indefinitely. But we don't all have an army of programmer to do so. I am more a "Do and forget" type of person.

To quote an article on the net: "Use boring technology".

Old technology, might be less up to date, but it`s most of the time more solid and better documented. The problem with web development, is that it evolves so fast, and becomes obsolete to fast.


Since I am extracting and reprogramming some of the code from Wizardry Legacy to create stand alone libraries, I thought it could be the time to upgrade my language, library and tools. It should make the work easier, while keeping the same development philosophy.

questccg's picture
Joined: 04/16/2011
It's rather weird TBH...

larienna wrote:
Hahaha! Bootstrap is dead already!?

Like I said "SOME PPL" are saying that Bootstrap is dead. Those are the "Avant-Gardists" who follow tech trends as closely as possible. Some ppl are saying that "Tailwind CSS" is the replacement for Bootstrap if you want more granular control...

But way back in 2001 when I started working... I wanted to code in JAVA. It was like my "dream" to make a JAVA application. And so I quit my job at a subsidiary of Hydro Quebec and went to the National Bank, a startup. That's when I learnt about webMethods. It was at that time an "Avant-Gardist" technology since it had it's own GRAPHICAL LANGUAGE ("Flow") incorporating JAVA services (which I loved) and that started a whole lot of consulting for major companies in Integration.

The bottom line is before in TECH, I USED to be "Avant-Gardist" but with time, technology goes from one cycle to another and suddenly you are more common with less business opportunities and the technology becomes more mainstream.

So 40,000+ companies use Bootstrap. It's NOT DEAD. Some ppl just like to follow the TRENDS and be on the "cutting edge of technology". I at the moment am trying to catch-up with some NEWER technology rather than coding it all myself.

And let me be clear: ONE (1) HTML 5.0 FILE. That's what it takes for the website currently. But I am missing Mobile-Support and somethings are a bit boring (or too similar), Bootstrap may offer better alternatives to those...

Therefore it depends who you ASK. I'm probably way behind in terms of time and technology... But a course will help me comprehend the fundamentals and then from there I can see what will be possible as the course EXAMINES all 100 Components from native to those requiring some JavaScript.


larienna's picture
Joined: 07/28/2008
I have taken a look at

I have taken a look at Tailwind for fun. It's like if they made a class for each property. I understand a bit why people want this. I have 3 criticism:

  • It should probably dramatically increase the amount of memory required to load the pages, since you need to load all the classes offered by the library.
  • It's just a more convoluted way to return to the early HTML standards when you had to set colors manually in the HTML code. So we are back to square one.
  • If you want to change the color of your website, you can't since you must change every place the color was used. That was the advantage of CSS, you only put the logic of the document in the HtML (like in latex: Chapter, section, etc) and the look in CSS. Allowing to change skin easily.
questccg's picture
Joined: 04/16/2011
Right ... you are correct in your conclusions.

I agree 100%. That's why ppl are saying that "Bootstrap" is NOT dead. If you want to change the color-scheme or change the general appearance of the controls, "Bootstrap" is still easier and faster to do. Of course you need the SOURCE and Saas to compile the CSS... But remember there is a "MIN" CSS which means that the minimum of CSS is added to this file.

Of course, I have NOT yet compiled my own SOURCE ... I'm still needing to learn all 100 components. And Saas will be later in the course. But the TRUTH to me is that it does a bunch of things that are HTML & CSS "tricks" and even then there are "bugs".

In "Bootstrap" the creators managed to UNIFY everything and make it easier to CUSTOMIZE according to a THEME. You want ROUNDED buttons, you adjust a setting, you want a different COLOR scheme, you change the scheme, etc. And everything follows suit.

Like you say: "Nobody wants to have to change the color is 5 different places for it to FINALLY work!" That's just a WASTE of time. Granted it would be simpler if they provided the CSS and you could edit it directly... But the Saas compiler produces a SMALLER (in kBytes) CSS file because it strips out all of the spaces and therefore condenses the CSS file.

I'll see if there is a MIN (minimum) CSS file produced by Saas too. Not sure.

I KNOW there ARE "min" CSS files from CDNs (Content Delivery Networks) which is a fancy way of saying "Common Files on the Cloud"... Means you can use the STANDARD files and settings ONLINE.

But I want my own CSS ... So that the file can be LOCAL and therefore NOT changed. Again you need to worry about changes and IF in a couple of years I need to change a COLOR or something... Bootstrap may not be around... I will see how this Saas compiler works (can it be local or only web...) Things like that will help decide if Bootstrap is for ME or NOT.

Flexibility or Uniformity (Themes).

Personally I'm in the "Bootstrap" Camp because I want as GENERIC as POSSIBLE looking website with all the MODERN controls (Cards, Carousels, Modal Windows, etc.)

I think it will work for my needs. But again I need to confirm if I can D/L the Saas compiler and the Bootstrap SOURCE. I'm pretty sure the Developer is going to cover this in his course (he talks about it as to what he will show and discuss...), so I should get the necessary information.

Anyhow I will post back once I've made MY decision... When I have a more clear picture of the components, how to work with the SOURCE and how to COMPILE it ... and whether it has a MIN or regular CSS version when compiled.

Ideally I hope that the compiler can PRODUCE a "MIN" CSS given my own adaptations or theme/style.

We shall see...

Note #1: For the heck of it I was googling around for MIN CSS and Saas and found this snippet:

How do I generate minified CSS in Sass?

To minify the CSS output generated by Sass, add the --style=compressed option to your command in the terminal.

So it is possible to produce a REGUALAR CSS File and a MINIMUM CSS File too! I think this is going to be awesome TBH! I have also been looking at the SOURCE language which is also AWESOME too. They do Variable Substitution and Declared Constants like this:

$font-stack: Helvetica, sans-serif;
$primary-color: #333;

And then in then further in the CSS Source, we have:

body {
font: 100% $font-stack;
color: $primary-color;

And so that EXPLAINS how the CONSTANTS drive the THEME and how you can FIX the colors based on a THEME and the have CONSISTENT output of CSS 3.0 in whichever version you prefer (Regular or Minimum).

I would probably use the Regular CSS and then once done, switch to "MIN" so that it takes less time to LOAD the "MIN" CSS and it is as SMALL in size as possible.

I honestly think this is VERY COOL. To me it's CLEVER! And it should be okay to work with given what I know so far!

questccg's picture
Joined: 04/16/2011
I agree

larienna wrote:
I have taken a look at Tailwind for fun. It's like if they made a class for each property. I understand a bit why people want this...

Yeah well I haven't looked at Tailwind CSS but I for one understand what ppl are saying and it goes something like this:

  • If you want a standardized look & feel to your website and you don't mind the extra complexity of a larger CSS file, then Bootstrap is the better alternative.
  • If however you are designing a small site and want to use the least amount of memory and compromise in terms of complexity of your HTML source, then Tailwind is the better option for you.

And I understand all of that... I want something "Theme-oriented" and so I feel that Bootstrap which CAN be compressed is the best option for ensuring that I don't miss a CONTROL here-or-there... Type of scenario.

@larienna yes you are CORRECT. Having to code classes for everything that I need is well... TEDIOUS. If working with the SOURCE from Bootstrap I get a unified solution, I am HAPPY! That works for me and is exactly what I am looking for TBH.

Note #1: I took a look a bit at Tailwind CSS. And my issue with it is that it is NOT "Component-driven". Sure it's a light-weight way to write CSS "Syntax" and ensure some commonality ... But it DOESN'T FOCUS on "Components".

In my course (and I already looked) the teacher will introduce like fifty (50) COMPONENTS that can be used to mock-up webpages. That's what I want. Not a way to simplify CSS syntax. I want there to be a WAY to do a Modal Window and it's "How to make a Modal Window". Not you need to use the Flex Layout and then in your HTML Make a Div with the following classes to then customize that class(es) and then it MAY work.

It's just a way to BETTER "represent" CSS... Not create WEBSITES.

I'm pretty confident for MY NEEDS, Bootstrap is the best possible choice. But I will learn more soon and then we'll take it from there.

I don't like speaking before I understand the details. But Bootstrap seems to me to be more HTML-Driven than pure CSS. Whereas Tailwind CSS is more another way of coding a CSS file and styling your HTML.

Probably not clear what I mean ... But to express it clearly as I understand, I would have to say: "Tailwind is about CSS Syntax. And Bootstrap is about Theming Components." That seems, to me, clear as Day & Night.

Perhaps I am incorrect... If anyone has knowledge which is contradictory to what I am saying, feel free to comment and shed some light. But I'm pretty sure I understood how both tools work. I could never-the-less be wrong!?


larienna's picture
Joined: 07/28/2008
I have retaken a look at

I have retaken a look at Raylib to see how I could implement the 3D walls for the maze. I found this interesting cube example that is relatively simple to understand. Surprisingly, you can try the example directly on the web page which proves to be more portable than I thought:

source code + interactive example

As you can see, the code is pretty simple and easy to understand without any training. This is why we seem to think the same way.

I tried to find a comparative example with LibGDX that also draws a cube. It's not interactive, but it gives an idea of how it works.

Source code

Explanation article

Syndicate content

forum | by Dr. Radut