I like reading your take on these technologies, it's particularly insightful because I don't have the same coding experience background you have.
I'd want to see my Tilengine game running on the Nintendo Switch, and if the smooth cross platform experience I've had so far with Kha between Windows and Linux is anything to go by, this could be a good base for Tilengine to run on. There's a couple of points I thought I'd mention, to see if this impacts how useful you think this Kha/Kinc system is for Tilengine.
I'd want to see my Tilengine game running on the Nintendo Switch, and if the smooth cross platform experience I've had so far with Kha between Windows and Linux is anything to go by, this could be a good base for Tilengine to run on. There's a couple of points I thought I'd mention, to see if this impacts how useful you think this Kha/Kinc system is for Tilengine.
- Kha is also built on top of "Kinc", which is written in C. Kinc seems to have the same "low dependency" spirit as Tilengine. "Kinc does not depend on any libraries which are not an inherent part of the target systems." The best places I know to learn about Kinc is the Kinc Github Wiki, and the Kinc-Samples repository. Kinc is very cross platform, this includes desktops, consoles, and mobiles (I guess Kha provides additional platform support such as WebGL and Pi via Haxe) Due to the common C/C++ language, perhaps it's more appropriate to use Tilengine directly with Kinc, as opposed to Kha?
- Kha (via Haxe, I believe?) has the ability to include C / C++ code files at compile time. There's a demo project of this in the Kha-Samples repository. My understanding is it lets you include a C/C++ library written in C/C++ directly into your Kha project and get all its functionality, even though Kha is Haxe based. Perhaps Tilengine could be included in Kha this way?