Kernel OS for DSL, powers the platform, anyone out there?
I am writing a Kernel for DSL's inside this engine. I finished the foundation. The first iteration on the kernel is almost finished. (will send docs for food)
But here's the thing, im out of meds and food. I want to keep going.
If anyone out there see's this, let me know. If you can afford it, i'll be in debted to you if you can help me keep going.
I will make you something custom. Software, engine, tools, art, whatever you want. I just need a break.
if you're willing, i would be very appreciative, and promise to repay you in whatever way i can
Thank you for anyone reading this, i want to keep doing what i love and what will be the future of games
Here's my kofi: https://ko-fi.com/neonraven3
The editor's current documentation: https://digiverse.life/
Get [Alpha] RavenTogether - Pixel Level Editor
[Alpha] RavenTogether - Pixel Level Editor
Pixel Art World Builder - 10x Time Saver πͺ
Status | In development |
Category | Tool |
Author | Mike |
Tags | artgame, Game engine, Level Editor, Open World, Pixel Art, Sprites, Tilemap |
More posts
- π οΈ Devlog Update: Improvements Addressed! :D20 days ago
- Documentation (mostly) Set Up24 days ago
- πOpening Early Access25 days ago
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For anyone curious, here's a preview of the rendering scripting language I'm building! π§
β Fully interpreted at runtime for hot reload
β UI designer/editor in progress
β Offloads all rendering logic from the app to an embedded DSL
β Bytecode VM in the works for performance
β Renderer-agnostic: we're porting to Vulkan next π
This system fully decouples UI logic from the engine, making it highly portable and maintainable. The goal? A powerful platform that feels as moddable as it is fast.
Strap in, big things coming π