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Thanks for great suggestions and thoughts around this! I guess one of the keys to make great, user-friendly software is to strike the balance between functionality and simplicity. Some stuff in SnaX may look a bit daunting at first, like getting your first 3d-model on screen, but at the same time, I'm trying not to oversimplify things and leave out features that advanced users might find useful. I have many times used tools that are nice and simple to start with, but as you get more experienced and want to make more advanced stuff with it, you are stuck because the functionality you need is just not there. For rendering for example, my goal has been to make the layer above the graphics API (d3d12) as thin as possible, which makes things a little complicated, but at the same time gives you great flexibility and a lot of features to play with.

For the next release, I will probably try to focus more on lowering the bar for first time users of the software. Better tutorials as you mentioned, maybe an interactive application walk-through, make the current examples more available as they currently are a bit "hidden" in the application directory. I'm also working on a bigger example (game) that I eventually will put on github, to showcase the potential of SnaX, and make it more interesting.

The pyramid concept. At the top of the pyramid you have advance coders/users but people at the top are less than the people that are at the bottom, so even if your software appeals to them the potential of you getting any kind of support is slim. At the bottom of the pyramid you have novices that's want to create something. There are a lot people at the bottom compared to the people at the top. So if you simplify your software, you will have greater mass appeal.  Don't think terms of yourself but think in terms of mass appeal so people will adopt your software.

Here are my suggestions: 1) Demonstrate how easy it is to do common task relating to games or apps or both.  It may be through videos or inline via your software. 

2) There would be novice examples/tutorials, intermediate examples/tutorials, and advance examples/tutorials.

If i want to make a shooter game, I would just go and get a template of that and modify it.  I'm not going to reinvent the wheel. You can easily do a template for games. imagine if people wanted to do a shooter game, all they gotta do is drag the template in and modify the scene, shots, world. If people see that demonstration, people would have their eyes pop out of their eye sockets. I know I would.

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Certainly some interesting thoughts, I will keep that in mind for my further work on this project, and for the next releases!

For the tutorial, I had a look at it, and it is slightly outdated. In Step 6, the semantics for the objects should be TEXTURE1 and SAMPLER1, not LOCAL_TEXTURE1 and LOCAL_SAMPLER1. Sorry about that!

Thank you!