On Sunday, 1 November 2015 at 02:35:49 UTC, Manu wrote:
In terms of what I've used commercially, Fuji is the platform abstraction and core concept implementation that lives below the layer that the high-level interacts with. Editors and tooling (I feel this is what you're talking about when you start using words like 'Unity' or 'Unreal') typically impose particular design decisions wrt scene-graph, physics implementations, etc. The goal of Fuji is not to be Unity, it's intended to be the platform which you could build Unity above, and all commercial engines I've had contact with do have such a layer.

I'm not sure if that answers your question.
For what it's intended to be, Fuji is quite comprehensive. As a
full-game-engine a-la Unity/Unreal, it needs all the high-level stuff built on top. The reason I didn't touch that, is because that layer is extremely subjective, and there are no right/wrong answers there. I also change my mind on that stuff every year or 2. Whereas the lower level is a lot less subjective, and it's been more-or-less constant
since I started Fuji in 2003. I still wouldn't do it differently
today, although I have a lot more experience and console generations
to draw wisdom from.

Nonono, you're fine, what I'm looking for is a lightweight engine that ISN'T like Unity or Unreal and the sophisticated nature of their tools. Often, their engine design decisions back me into a corner when it comes to how I want to organize my own project, and they're oftentimes overkill.

About the only thing I would want to keep from those two monster engines is some live compilation feature where changes in source, assets, or UI scripting are immediately apparent in-game. But that takes a massive amount of work, I understand if it's not a priority. You have to port the thing to D in the first place, a significant undertaking in and of itself.

What you have seems to be great, so I'll follow it eagerly.

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