Examples: joystick input, 3D rendering library, Emscripten (HTML5 export) integration, 3D sound, UI.
Well, of course are the rules of this jam aimed at Unity users as it is an Unity Jam, with a special rule that you can use "all engines and frameworks", although they are not supported by the jam. It is not optimized at them as this jam concentrates onto Unity, but you can still work with them as a bit more of a "challenge" or "just for fun".
That was me saying to rewrite the library and live stream it, I was just joking sorry (this post gave me a good laugh though).
This rule is a massive grey area it seems they didn't think much about.
I mean, how can they verify when the code was written?
Ah, I see. I'm really bad at detecting sarcasm in text.
I actually was invited here by somebody in a discord server, I'm not subscribed to any of the organizers' YouTube channels.
As I said, git can track commit history but it's very easy to tamper with and can be modified without anyone noticing
right, but looks like git isn't a requirement, and many people won't be using that. So yeah, an ambiguous rule they cannot legitimately enforce.
You're right, we can't enforce most rules completely, it would take too much time really, but these rules are more as a challenge to you, you can cheat it and if you only were using some code stuff probably nobody would notice, but then you're just cheating yourselves in my opinion. In past jams we barely disqualified any entries and the ones we did were very clearly stealing assets.
That's fair enough. I suppose it makes sense as a rule of thumb. I think if the rule was written a bit more carefully then these discussion surrounding it could have be much more limited. But yeah, the idea is to write code in the game jam, for the game jam, not to write months of code beforehand and then submit your project as if you only worked on it in the game jam.