this post was submitted on 16 Feb 2025
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You're spending time focusing on the wrong things. Publish the code, list the dependencies to build it (preferably with a way to install them, like python's requirements). That's it.
I have seen other similar projects where the setup is a hassle, which is why I am looking into it.
(changing requirements, custom scripts, extension)
I do agree mostly with your point here, but I think you can limit the scope a bit more. Mainly provide a working build environment via one of the mentioned tools, since you will need it anyway for a ci/cd pipeline. You can additionally have a full development environment that you use available for people to use if they choose. It is important that it be one regularly used to keep the instructions up to date for anyone that might want to try to contribute.
From my observations as a sys admin, people tend to prefer the tools they are familiar with, especially as you cross disciplines. A known working example is usually easy to adapt to anyone's preferred tooling.
Agreed. They’re also solving problems that may not even exist, building a tech stack that needs to be maintained in addition to the game itself and adding all the baggage of supporting users who have needs that aren’t catered for with that stack (for instance a specific Windows-only tool).
The game engine should abstract most of these problems away. The rest can be solved with standards like what linter/formatter for code, art asset formats and specs, etc.
Solve problems as they arise. Time is best spent writing the game.