Editor & Gamekit
A 2D level and UI editor in C++/Raylib that produces JSON, plus a shared library that connects all my games. Built phase by phase, scope kept tight on purpose.
Defined the data model, module structure, and UI mockup. Decided on clear scope boundaries before writing any code.
Build the editor in modular layers. Core data structures and JSON I/O first, then editor state and Raylib UI on top. Selection, move, delete, layers, properties, save, load, undo/redo.
Extend Cube Runner so it loads levels from the editor. Copy core and I/O modules into the game. Game-side classes interpret type tags and custom properties.
Extract core, I/O, and renderer into their own repository. Editor and Cube Runner link against the library. Common code lives in one place.
A second game built on the same foundation. Proves the library is reusable and exercises the full designer workflow from editor to runtime.
Editor, gamekit, and two games featured on this site with code highlights, screenshots, and the architecture story behind them.