- Joined
- Jul 29, 2024
- Messages
- 333
i am not going to use a broken beta game engine this shit is like waylandeverytime i use it, its perfectly fine.
what about you? have you actually tested it yourself?
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i am not going to use a broken beta game engine this shit is like waylandeverytime i use it, its perfectly fine.
what about you? have you actually tested it yourself?
ok that i agree with fuck waylandthis shit is like wayland
then what do you use instead theni am not going to use a broken beta game engine this shit is like wayland
i dont need a game engine for 2dok that i agree with fuck wayland
then what do you use instead then
godot is pretty much goated for 2D as it is, for 3D you yourself can say it's subpar, I could say it's decent, could be used to create great things honestly.
nothing i make really relies on high poly counts, physics or anything advanced so i just dont care.
i have my own reasons for not wanting to use unity or unreal but are there other open source engines that are better than godot, for 3d atleast, that i might not be aware of?
bold of you to say, but honestly you'd be missing out on a lot of inbuilt features that you'd have to code yourself like 2d skeletons, 2d physics, 2d lighting, level design, animation, etc.i dont need a game engine for 2d
you only need 2d physics and animation from the things you listed. level design you can use tiled. also libraries existbold of you to say, but honestly you'd be missing out on a lot of inbuilt features that you'd have to code yourself like 2d skeletons, 2d physics, 2d lighting, level design, animation, etc.
what language do you use, chuddie, c, c++, java?
must be a pain in the ass imo, if you're gonna make a game by cobbling together loads of different libraries you might aswell be making a game engine at that point.you only need 2d physics and animation from the things you listed. level design you can use tiled. also libraries exist
no my animation system was faster to make than watching a godot tutorial and is high performance because its written in fast languagemust be a pain in the ass imo, if you're gonna make a game by cobbling together loads of different libraries you might aswell be making a game engine at that point.
can i see it?no my animation system was faster to make than watching a godot tutorial and is high performance because its written in fast language
I tried using unreal but neither my laptop nor my computer were strong enoughi actually tried unreal at college once and it was pretty much a piece of shit, took up so much ram just to do extremely simple things, the blueprint system is extremely complicated as fuck for no reason and if you want to actually code you have to do it in like fucking C or C++ or some shit. best of all, every nigger ever uses these super high res 100k textures for no reason that dont even look good that take up like 10 gigs. some poor nigger who's project i was looking at was like 50 gigabytes for a shitty walking sim geg whereas my godot project im comparison to his was like 500 mb geg
boringgodot is out bevy is in
interestinggodot is out bevy is in
I do find the documentation to be awesome but I'm not too sure about GDExtension.Godot has good documentation and GDExtension is good.

i have very painful experiences with games that avoided thisPLANNING:
https://en.wikipedia.org/wiki/Game_design_document (DO THIS FIRST!!!!)