I'm almost done with the game. Imagine that! Me, finishing an involved game project in under a decade.
Clearly I can't let that happen.
I'm not gonna knock anyone using SDL2. I don't care for it at all, but whatever makes you productive, is okay in my book. I found myself fighting the lib so much that I was never really comfortable with it. Everything was a chore. Basically, my brain wasn't wired up for it. I've been using Raylib for the last 1.5 years, and so far I love it. Again, no knocks, just choices.
I've started porting the Far Afield code base from SDL2 to Raylib 4.0. It will take a bit, but the code base will slim down due to Raylib's streamlined nature, which gives you simple commands for normal use cases, and more complex commands for special cases. I can also ditch a lot of crufty code along the way. I'm comfy with Raylib and want to get all my projects out of the SDL2-space.
The other major change, besides moving to a different lib, is going full native and ditching the low-res software rasterizer for hardware-supported 3D. The former was a bucket list item, which I'm thrilled with, and can safely cross off the list. Now I'll get cleaner draws out to the horizon, smoother rotations, and I won't have to carefully position my camera to get good looking screenshots. The software routines looked fantastic in motion, but looked borderline awful in still shots, mostly at a distance.
So here we go. Also, I got bored and wrote a bare-bones CRT shader. Raylib WIP on the left, original code on the right.