1/24/2024 0 Comments Gamebryo engine texture method![]() ![]() ![]() ![]() that said, in most cases i'd opt for C#, not just because of its performance being better, but GDScript lacking certain functionality to be able to use design patterns, for example singletons or service patterns or anything else that attempts to centralize bits of game logic into manager classes versus having everything be some distributed mess of interdependent game objects/scripts the language choice is also pretty interesting, their GDScript language being a bit like Python and being integrated pretty well with the engine, as well as other builds support C# and thus switching from Unity is easier (and C# is just a really nice language) there are community bindings or the ability to use C++, but i find those to be less viable, given the lack of ease of use and documentation the best aspect in my eyes is the fact that it can be installed as a single binary and runs really quickly, none of the bloat of needing complex installers and dozens of packages like Unity does completely free and open source, it actually seems viable long term because it has a pretty active community and lots of contributors, which is honestly pretty important Here are some thoughts in regards to Godot vs Unity vs jMonkeyEngine (another project i like). ![]()
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