It has a few downsides. Quite bloaty syntax and stylistically OOP. It has a GC which kicks in and creates stuttering, I'm told you have to object pool to get around this. Memory copying is kind of yucky as well, you can't always be sure what you own, lack of pointers is the problem. When you are doing things like load/save game, creating objects from templates, networking this comes up.Godot is an open source program, the fact that it is not there yet is a bad excuse for not using it.
It's a valid enough excuse. If I have to build everything I need myself, my game would take ten more years. Now that there is C# support it's starting to become feasible, but I still can't use it.
I think Stride might outpace it and be useful earlier. Its full stack C# architecture is really cool and it's even faster than UE. When I'm done with TJS or Unity forces my hand, I'll start to seriously explore that one.
Disclaimer: I hate cpp. Programming in C++ feels like going back in time and not in a good way like with C.
The_Sloth_Sleeps how is C# a downside? It's not inherently less performant than C++, in fact quite the opposite. .NET is pretty sleek and the cpp header hydra is infamously bloated and convoluted.
Out of the box Unity isn't fast, but if you reach a level where you have to manually optimize it doesn't really matter what engine you use. If you want to talk to the GPU, you still need to juggle buffers of float4s in good old C anyway. HSLS, GLS, Shaderlab, all the same. Doesn't matter if you do the rest in cpp or c#. At least C# is programmer-friendly.
There is a decent chance Unity will completely retract its new fee system and implement the most robust ToS protections imaginable. If you look at a very similar situation from recent history, Wizards of the Coast spent a month insisting that it would go ahead with its illegal retroactive update to the OGL and screw over publishers. Its update was very similar to what Unity is doing with its ToS. They didn't show any indication that they would back down until they suddenly gave up and did a complete 180 out of nowhere. They not only walked back their changes to the OGL, but they also put the SRD 5.1 under the Creative Commons 4.0 license. They had to do this because any other license/promise made by them wouldn't be trusted. I was working on a 5e goldbox game at the time and I was very concerned about the future of my game. I even made a Pathfinder 2e fork of the game thinking that the SRD was dead, but in the end, the SRD 5.1 became incredibly safe to use and it's the PF2E license (the ORC license) that's now sketchy and potentially dangerous to use. My PF2E fork turned out to be a month of wasted development time, though I did learn some interesting things in the process.Is there a chance Unity retracts this price increase ?
Since you're a hobbyist and won't be releasing any commercial projects in the very near future, I'd wait one month before making any decisions. It's quite possible that Unity is under a tremendous amount of pressure now internally and needs just a bit more time before they cave. And if they do, I predict that it will be a lot more than a simple reversal of the fee structure. On the other hand, if they decide to destroy their company, Godot seems like a great long-term investment for someone who doesn't need to ship anything anytime soon.I'm learning Unity and it's going prety well. I don't understand Unreal code at all. What should I do for hobby practices?
Feels like most of the posts here are focused on PC-only releases. I would like to make a 2D game that I can play on the go on mobile (native or web) and has a nice last 20% of project development leading up to release, and none seem to be there.
Godot with c# has a poor dev stack and 4 doesn't support mobile or web yet, GDScript is proprietary tech based off untyped python that makes software developers gag. Haxe and C# based frameworks are powerful and have an okay UX, but cannot do UI or export for shit. JS engines can handle 5 things on screen tops. I did 6 years of native mobile and'd rather headbutt a sword than go back.
Worse than GDScript. Nope.Feels like most of the posts here are focused on PC-only releases. I would like to make a 2D game that I can play on the go on mobile (native or web) and has a nice last 20% of project development leading up to release, and none seem to be there.
Godot with c# has a poor dev stack and 4 doesn't support mobile or web yet, GDScript is proprietary tech based on untyped python that makes software developers gag. Haxe and C# based frameworks are powerful and have an okay UX, but cannot do UI or export for shit. JS engines can handle 5 things on screen tops. I did 6 years of native mobile and'd rather headbutt a sword than go back.
Have you tried Gamemaker?
Gamemaker has been doing some dodgy things with their licensing system recently. And the profiler changes are terrible.Have you tried Gamemaker?
Have you tried Defold?Worse than GDScript. Nope.Feels like most of the posts here are focused on PC-only releases. I would like to make a 2D game that I can play on the go on mobile (native or web) and has a nice last 20% of project development leading up to release, and none seem to be there.
Godot with c# has a poor dev stack and 4 doesn't support mobile or web yet, GDScript is proprietary tech based on untyped python that makes software developers gag. Haxe and C# based frameworks are powerful and have an okay UX, but cannot do UI or export for shit. JS engines can handle 5 things on screen tops. I did 6 years of native mobile and'd rather headbutt a sword than go back.
Have you tried Gamemaker?
Active forums, Lua scripts, programmer-oriented docs. Games already launched on Steam and other platforms. Damn, this may be good enough.Have you tried Defold?Worse than GDScript. Nope.Feels like most of the posts here are focused on PC-only releases. I would like to make a 2D game that I can play on the go on mobile (native or web) and has a nice last 20% of project development leading up to release, and none seem to be there.
Godot with c# has a poor dev stack and 4 doesn't support mobile or web yet, GDScript is proprietary tech based on untyped python that makes software developers gag. Haxe and C# based frameworks are powerful and have an okay UX, but cannot do UI or export for shit. JS engines can handle 5 things on screen tops. I did 6 years of native mobile and'd rather headbutt a sword than go back.
Have you tried Gamemaker?
Ho-lee-sheet, this engine may be made by software engineers rather than graybeard gamedevs.
- Engine supports reactive-style Lua scripting for low overhead and great performance
- Asynchronous communication between game objects
GDScript supported for quite a while static typing and while Godot 3 (my favorite version for now) don't have all the later GDscript improvements even Godot 3 GDscript is a very capable scripting language.Feels like most of the posts here are focused on PC-only releases. I would like to make a 2D game that I can play on the go on mobile (native or web) and has a nice last 20% of project development leading up to release, and none seem to be there.
Godot with c# has a poor dev stack and 4 doesn't support mobile or web yet, GDScript is proprietary tech based off untyped python that makes software developers gag. Haxe and C# based frameworks are powerful and have an okay UX, but cannot do UI or export for shit. JS engines can handle 5 things on screen tops. I did 6 years of native mobile and'd rather headbutt a sword than go back.
The kind of static typing supported by GDScript is not the one you want in a language. It's a 90s Java engineer's belief of what a type system is, so it's class-based, supports is-a inheritance instead of algebraic types and intersection types, and has no type-level operations. It restricts the language rather than making it more expressive like TS, Rust or Haskell does; and C++ tries to do. It's ignoring all improvements since the 70s, and the kind of "I know better" hubris that lands you on Go.GDScript supported for quite a while static typing and while Godot 3 (my favorite version for now) don't have all the later GDscript improvements even Godot 3 GDscript is a very capable scripting language.Feels like most of the posts here are focused on PC-only releases. I would like to make a 2D game that I can play on the go on mobile (native or web) and has a nice last 20% of project development leading up to release, and none seem to be there.
Godot with c# has a poor dev stack and 4 doesn't support mobile or web yet, GDScript is proprietary tech based off untyped python that makes software developers gag. Haxe and C# based frameworks are powerful and have an okay UX, but cannot do UI or export for shit. JS engines can handle 5 things on screen tops. I did 6 years of native mobile and'd rather headbutt a sword than go back.
Since you want to make a 2D game Godot 3 is more than capable to meet your needs and support mobile & web.
Their new policy is outright illegal so they will have to retract.I'm learning Unity and it's going prety well. I don't understand Unreal code at all. What should I do for hobby practices? Is there a chance Unity retracts this price increase ?
I'm learning Unity and it's going prety well. I don't understand Unreal code at all. What should I do for hobby practices? Is there a chance Unity retracts this price increase ?
It has a GC which kicks in and creates stuttering, I'm told you have to object pool to get around this. Memory copying is kind of yucky as well, you can't always be sure what you own, lack of pointers is the problem. When you are doing things like load/save game, creating objects from templates, networking this comes up.
That's a fair point. I don't need most of the advanced graphical features in UE5. I would most likely disable Nanite, Lumen and all the other cutting-edge stuff and just use the basic features of the engine.For the game you are working on I question the value of UE considering you don't need bleeding edge graphics. A simple, free, open source engine should be better right?
Its not practical to create unsafe sections and do marshalling. I don't know if you can even use C# unsafe with most graphics APIs. You either have pointers or not. I like the basic C# syntax, not the newer OOP crap. Its stylistically nicer than C++ (which is an awful mess). Its a shame I think C# wasn't a revised form of C++.It has a GC which kicks in and creates stuttering, I'm told you have to object pool to get around this. Memory copying is kind of yucky as well, you can't always be sure what you own, lack of pointers is the problem. When you are doing things like load/save game, creating objects from templates, networking this comes up.
Well, there's a bunch of strategies around GC. Mostly revolving around creating less garbage in the first place and allocating in a more contiguous fashion. Or you might manually call the GC. The most hardcore approach, that hardly anyone ever does, is to go into unsafe land and use pointers.