One of the things I really enjoy doing in my space time is playing D&D. Now, I dont get a lot of time to do it, and when I do get to, I mostly play online. Ive tried pretty much all of the tools out there from Roll 20, Fantasy Grounds, D&D Beyond, Discord, and combinations of all of the above.
The problem: none of them actually solve my needs.
This brings me to my current hobby project: an online game management tool. Now, the fundamental problem with Roll 20 and Fantasy Grounds is that they are relatively closed eco-systems; you really need to buy into (quite literally!) in order to make the most of it. Now, Fantasy Grounds is far more flexible and you can basically encode anything you want, its a lot of time to do so.
So, thats where my project comes into play. I really like the premise around D&D Beyond, however, its also a fairly closed ecosystem providing no APIs to interact with it. However, since D&D Beyond is mainly a D&D Book archive, I can work with that.
Now the goals of the project are as follows:
One of the key features, if not the primary feature, is an interactive mapping environment. This is going to likely be a top-down view of a true 3D environment with dynamic lighting, character line-of-sight handling, and turn management tools (including things like measuring movement distances and area of effect areas templates).
This brings us to technology and language choices. Now, remember, this is going to be a truly cross-platform app. It also has the need of being run offline or over local-networks only.
The basic choices are:
For various reasons that I dont really want to fully go into here, an Electron-based app is out. High performance, low battery life, small footprint, full offline, and cross-platform make a solution like this challenging, especially for a 3D engine. Sure, WebGL is pretty good, and there is WASM, but ultimately, this is really an unproven technology for this type of application. Also, Id need a different solution on mobile vs. desktop, which starts to complicate the picture as well.
Ok so Unreal or Unity based? I havent fully rejected this idea, but it would likely only be for the map rendering portion as the vast majority of the rest my content is going to be primary text-based UIs (character sheets, rule references, story content, etc). Unity Ive played around with it in the past and it just didnt stick with me, so Id use Unreal if I went this route. The question always is does this dependency warrant the design decisions and complexity? Im not sure.
Cross-platform layer no.
A native app. Now, this brings the downside of having to re-build the UI layer for each support platform, and for a hobby and one-man-team, that kinda stinks. BUT! I think its totally worth it. This choice also brings with it full control over all aspects of the project and how it is shaped. Theres a lot to be said about this.
Language choices: really, there is only really one option that brings straight-forward interop between the various languages choices that may come up: C.
Rust requires bindings and unsafe code; this ends up being a good amount of work to accomplish.
C++ is C++. Its a very complex and large language. Interop with other languages can be problematic as well.
Swift, well, its simply not cross-platform and isnt going to meet my needs for a Windows install. So its out by default.
C is the only language that brings to the table straight-forward interop with all of the platform UI languages (Ill likely use C# for Windows and ObjC or Swift for macOS and iOS). If I use Swift and I chose C++, Id have to write a long of interop bindings between the two and that is just a waste of time.
So Ill be using C and the internet can collectively gasp at my choice.