Defold: cross-platform game engine
131–140 of 181 posts
Re: Defold: cross-platform game engine
#132Ask-HN: Context: Every time a game engine like this pops up I read through the comments noting other engines and various perspectives and criticisms (positive and negative). I have a game-like music composition project I want to pick back up. Media-intensive with a rich isometric/2D environment, with lots of little animations, which need to be synchronized to perfectly-scheduled audio events. I develop fully-feature…
- SDL2 for input and window management
- OpenGL for rendering
- libpd for sound generation and processing
- RtAudio for audio I/O
- sol2 for Lua bindings
- Qt6 for the tile map editor
I'm not targeting the web, though.
> The audio engine needs to be DAW-level, but, synchronized to graphical elements
Are the sounds generated from game events? In that case, time synchronization between game clock and audio clock is indeed an interesting problem with multiple solutions, each with their own trade-offs.
If the game only acts as the user interface, you can treat it like in a regular DAW.
Re: Defold: cross-platform game engine
#133Earlier quoted context omitted.
This is an awesome license. More products should be source-available like this. This is what sustainable "equitable open source" looks like. It keeps the team that built the product able to monetize, but it does so without harming or killing the community. The community has full access to the code and can modify it, make money from products made with it, and can presumably take over if the originating organization di…
> Matt Mullenweg should have done this instead of throwing a fit Not a choice he had. You cannot relicense GPL code line that. He would have had to write a new system from scratch instead of forking an existing one.
Re: Defold: cross-platform game engine
#134Earlier quoted context omitted.
For an unusual license, it is sort of impressive that this is the only issue folks can come up with in this thread. It does seem like a bit of problem, but it also seems like a very specific thing that could be… cleared up, and then it would be all sorted.
It’s not an actual problem. Games don’t ship with the editing tools from the engine because engine editing tools aren’t suitable for that purpose. That would be like shipping photoshop with your game to allow people to customize their character’s hair color.
Re: Defold: cross-platform game engine
#135is Teal widely used? https://github.com/teal-language/tl Teal to lua is what typescript to javascript
Re: Defold: cross-platform game engine
#136Earlier quoted context omitted.
Godot does support consoles, they just choose to move that to third parties. There's community Switch support if you're a registered Switch developer, and W4 Games licenses export plugins. One of the reasons for this is because console plugins can't be developed in the open like the rest of the engine, because the console SDKs are behind NDAs. It's a pretty ridiculous holdover from when consoles were more specialized…
That third party is owned by Godot's leadership and management. Your Godot contributions go towards their pockets.
Re: Defold: cross-platform game engine
#137Earlier quoted context omitted.
> You can make proprietary changes to the engine without releasing them (unlike GPL). Why is that a good thing? >You can freely monetize games built with the engine, You'd also be able to do the same if it had a GPL license >and they make some assurances that there won't be a bait-and-switch. If it was licensed under a GPL license you wouldn't need to rely on "some assurances"
Consider the space we're in. For game development you're going to have a lot of developers with a lot of different ideas about how to make a game, all utilizing the same engine. If the engine doesn't come with a feature I need, I'll probably have to code it myself, but seeing as the whole purpose of me making this feature is for my game, then it makes sense that I should be able to keep my game's feature private/prop…
Re: Defold: cross-platform game engine
#138Ask-HN: Context: Every time a game engine like this pops up I read through the comments noting other engines and various perspectives and criticisms (positive and negative). I have a game-like music composition project I want to pick back up. Media-intensive with a rich isometric/2D environment, with lots of little animations, which need to be synchronized to perfectly-scheduled audio events. I develop fully-feature…
I'm building 2D computer game environments for musical performances and interactive installations. I ended up developing my own little engine. The current iteration is based on: - SDL2 for input and window management - OpenGL for rendering - libpd for sound generation and processing - RtAudio for audio I/O - sol2 for Lua bindings - Qt6 for the tile map editor I'm not targeting the web, though. > The audio engine need…
I am torn about backing off to focusing on first getting the UX (which is really "the thing") right, and just emitting a MIDI MPE stream. That obviously has some other benefits but there were things I was keen on having low-level control over... but I can get over that maybe...
Ambivalent also about target—really, the iPad is the ideal and canonical target, in terms of what it can and the UX it affords... but I have this possibly unfounded sense that the amount a coding copilot can assist me is somewhat limited inside the Apple ecosystem... :/
EDIT: oh and is your engine something I can look at (or license or...)? :)
Re: Defold: cross-platform game engine
#139Earlier quoted context omitted.
That seems kind of unfair. There are things that aren't great about lua, and I'm not going to pretend they're not. buuuut... - It's really perfectly ok if you use competently. - There are large complex systems and games built using it (eg. factorio) that show that scaling it is both pragmatic and possible. - It has a big active community. When you compare it some other scripting solutions (boo, unityscript) that were…
FWIW, Factorio is primarily C++, with Lua for mods and map editor.
Obviously any engine will have a lua scripting api written in c++ but if youre somehow casting shade about factorio being a lua success story, youre barking up the wrong tree.
Re: Defold: cross-platform game engine
#140Earlier quoted context omitted.
What product? They aren't selling anything. Like at all.
This looks similar to the classic "enterprise support" and "distribution" lifestyle business play, which is incredibly sustainable and benefits both the software community as well as the maintainers. From their website: Support [1] page: > Please contact us at business@defold.se for more information on how we can help you publish great games made with Defold. About [2] page: > Product development, marketing, support…