What I Have Learned Building Polygon Engine
I started Polygon Engine because I wanted to make PlayStation games with a workflow that felt familiar to me as a Unity developer. The Windows 95 aesthetic was part of that idea from the beginning: I wanted to recapture something of working with tools from that period, while keeping the convenience of a scene- and component-based editor.
After several months of development, that idea has become a set of tools for creating a project, building levels, programming interactions, and exporting a PS1 game. The previous articles covered individual parts of that process. To close this series, I wanted to bring together what I learned by connecting them and explain how that has changed my approach to developing the engine.