It would be nice to see some examples, otherwise this is "yet another game engine that will be deprecated in 1 year". I consider this very important as games are so different that it is hard to find common parts to put into a library that are not trivial and could be reimplemented. In particular have at least 3 slightly involved examples, otherwise it is unclear what one would gain over simply using SDL/OpenGL.
This goes also the other way. If I hack for fun, I often think about how to abstract stuff that is not specific to my current problem and put it into a library (I think we all have been there). Fact is, I often rush, so my abstraction only works for the current situation and so does not belong into a library. Until I did not reimplement the stuff at least 3 times I try to avoid making a library.
Yes, and so few people write actual games, just game engines.
My game is pretty crappy but I overcame a bunch of (mostly boring) technical issues to get it running on both Android and iOS. Here is a repo that sets up an Android development environment.
Obviously it depends on the game. However if you do not plan to make a straight-forward game or do not have to be fast, I highly recommend the combination SDL2 + OpenGL. It just works.
- you find tons of documentation
- you will run anywhere (that is obviously not trivial)
In particular if you are going 2D you can skip OpenGL if speed is not a problem (yet).
You then just write a small C-kernel which provides the main functionality and explore Haskell's FFI.
This goes also the other way. If I hack for fun, I often think about how to abstract stuff that is not specific to my current problem and put it into a library (I think we all have been there). Fact is, I often rush, so my abstraction only works for the current situation and so does not belong into a library. Until I did not reimplement the stuff at least 3 times I try to avoid making a library.