Same here, much too ambitious/low-level for me. I haven’t done enough though, TBH (currently stalled, for a few reasons). I did complete my last project though (~150 LoC minesweeper clone, Godot+bindings, no UI except win/lose screen, and I did simplify and pick my features).
some of my project ideas
simplified X11 floating WM, clone of my current frameless XFWM window theme
First steps: rectangle (titlebar) above window contents that can drag the window, close button within the window contents
simple 3D mesh editor+part/face colors (VC), 2D workflow with extrude/revolve, project palette management
First steps: hexy triangle mesh with faces that can be painted+deleted, manually place faces (think wooden pattern blocks), any depth (vase, multiple heights, multiple sides/parts, transform)
the sort of thing you could make wall decorations, mesh particles, chess pieces etc
First steps: cuboid cell placement+space reservation, single-layer auto-tile (made of at least 3 cell types, though I also have an outer corner for hallway junctions)
This assumes I can figure out how to do these at high-level (using libraries, not writing mesh stuff completely from scratch).
EDIT, an extra:
At one point, I wanted to make something to take analog input from a gamepad trigger and turn it into pen pressure (in one hand, position from mouse in other hand). Some people have looked into this for sc-controller but it didn’t seem viable (input type mixing might be an issue). I wonder how much just an evdev rule or two could do.
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Even those might be more-than-a-few completed simple projects away for me (if I can get that far), though.
I was going to say voxel stuff isn’t such a bad idea, though when searching I did find a voxel editor with smoothing which is the one thing I’d want there (not quite sure about it using ASCII).
The 1.44MB thing has made me think about stuff like Raylib again, though a while back I actually made a toy-like polygon text format+loader but wasn’t quite happy as it’s sort of in catch-22 territory (usage complicated by 2 polygon types w/different capabilities+windings, if that weren’t an issue an editor still might be nice).
I likely will stay with Godot for 3D, moving on to something simpler (like Raylib) especially when I have a set of models that look good unshaded.
Same here, much too ambitious/low-level for me. I haven’t done enough though, TBH (currently stalled, for a few reasons). I did complete my last project though (~150 LoC minesweeper clone, Godot+bindings, no UI except win/lose screen, and I did simplify and pick my features).
some of my project ideas
This assumes I can figure out how to do these at high-level (using libraries, not writing mesh stuff completely from scratch).
EDIT, an extra:
△
Even those might be more-than-a-few completed simple projects away for me (if I can get that far), though.
I was going to say voxel stuff isn’t such a bad idea, though when searching I did find a voxel editor with smoothing which is the one thing I’d want there (not quite sure about it using ASCII).
The 1.44MB thing has made me think about stuff like Raylib again, though a while back I actually made a toy-like polygon text format+loader but wasn’t quite happy as it’s sort of in catch-22 territory (usage complicated by 2 polygon types w/different capabilities+windings, if that weren’t an issue an editor still might be nice).
I likely will stay with Godot for 3D, moving on to something simpler (like Raylib) especially when I have a set of models that look good unshaded.