I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?
Godot Engine – A decade in retrospective and future
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Re: Godot Engine – A decade in retrospective and future
#22I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?
Re: Godot Engine – A decade in retrospective and future
#23Re: Godot Engine – A decade in retrospective and future
#24We've just switched to Godot from Unity 2 months ago (we're doing VR), and I will never go back.
What sold you on godot over unity?
Re: Godot Engine – A decade in retrospective and future
#25We've just switched to Godot from Unity 2 months ago (we're doing VR), and I will never go back.
I’m curious as I’m playing around with these myself and trying to make a decision from a beginner’s perspective (right now I’m just rolling my own from scratch with libsdl, to get to grips with C++ and the fundamental concepts). What sold you on godot over unity?
Re: Godot Engine – A decade in retrospective and future
#26I wonder if Godot has a chance of becoming the Blender of game engines. From the way it is growing it's starting to look like a real long-term possibility to me, especially for the smaller game studios.
I hope so! Though the Blender situation is a little different. Blenders main competition are paid software. While Unity and Unreal are technically paid too, many users can use them "for free" for the most part. Unity and Unreal are both foraying into non-gaming applications like Cinema, and whatever the word is for working with architectural programs/formats. Might be an opportunity for Godot to stay focused and gain…
Care to elaborate?
Re: Godot Engine – A decade in retrospective and future
#27I have nothing but love to give for Godot and its incredibly dedicated community. Sure, it's still rough around the edges, but many of my gripes (e.g. poor documentation) have been slowly fixed over the years and I've been recommending it to people new to game dev (although not necessarily new to programming) in order for them to tinker on and make their first games with.
Re: Godot Engine – A decade in retrospective and future
#28Re: Godot Engine – A decade in retrospective and future
#29I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?
Also check out https://defold.com/ — it’s an excellent game engine that perfectly suits your 2D/mobile/lightweight requirements. The team behind it (at King) are very active both in listening to the community and with their release cycle. It has a bunch of features bigger engines still lack (hot reloading, fast testing cycle and export process).
Re: Godot Engine – A decade in retrospective and future
#30Usually happens when something is 10x better at something new that people care about that the incumbent is blind to or is structurally incapable of addressing. I'm just wondering what it is in this specific case.
Ease of use? Beginner friendly? Open source so you don't have to pay? The node system makes it easier to do X?