So if I wanted to make a simple 2d game, should I go with godot, pygame, or a JavaScript game engine?
Godot. The sprite, tilemap and animation blending functionality alone are worth it, just grit your teeth and put up with gdscript (edit - or use C#). And it exports to the web anyway.
Godot 4.0 gets SDF based real-time global illumination
51–60 of 150 posts
Re: Godot 4.0 gets SDF based real-time global illumination
#52Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
Re: Godot 4.0 gets SDF based real-time global illumination
#53Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
Yes please I have always wondered why is this not a thing
Re: Godot 4.0 gets SDF based real-time global illumination
#54Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
Productive applications require extremely robust text editing, something that game engines don't spend a lot of time with. Stuff like selection, text input for non-English keyboards, IME popups, that sort of thing. Even RTL text display is usually minimally unsupported.
I also don't know of any game engine that supports multi-window display in any coherent way.
Re: Godot 4.0 gets SDF based real-time global illumination
#55Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
Re: Godot 4.0 gets SDF based real-time global illumination
#56Earlier quoted context omitted.
Godot. The sprite, tilemap and animation blending functionality alone are worth it, just grit your teeth and put up with gdscript (edit - or use C#). And it exports to the web anyway.
You don't have to use GDScript, C# support is very strong at this point.
Unfortunately for me anyway, I'm using the Steam version which doesn't support C#.
Re: Godot 4.0 gets SDF based real-time global illumination
#57Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
Yes please I have always wondered why is this not a thing
Re: Godot 4.0 gets SDF based real-time global illumination
#58Earlier quoted context omitted.
You don't have to use GDScript, C# support is very strong at this point.
Fair point. Unfortunately for me anyway, I'm using the Steam version which doesn't support C#.
Re: Godot 4.0 gets SDF based real-time global illumination
#59Re-upping this blog post (sadly overlooked when first posted to HN) which asks the reasonable question 'why not just use Godot for general-purpose applications?' https://medium.com/swlh/what-makes-godot-engine-great-for-ad...
There's a lot of functionality that a general purpose UI library has that Godot will likely never approach, like support for input methods in text editing. Productive applications require extremely robust text editing, something that game engines don't spend a lot of time with. Stuff like selection, text input for non-English keyboards, IME popups, that sort of thing. Even RTL text display is usually minimally unsupp…
Re: Godot 4.0 gets SDF based real-time global illumination
#60Earlier quoted context omitted.
There's a lot of functionality that a general purpose UI library has that Godot will likely never approach, like support for input methods in text editing. Productive applications require extremely robust text editing, something that game engines don't spend a lot of time with. Stuff like selection, text input for non-English keyboards, IME popups, that sort of thing. Even RTL text display is usually minimally unsupp…
Godot is open source. There's nothing stopping people from adding this functionality.
I can imagine IME support being integrated, but a giant pain, due to the wide variety of APIs across platforms, the fundamental disconnect in how text input is done in games vs. elsewhere, not to mention the "Linux wars": will you support ibus or fcitx?
So it requires someone to step up and do the work, and don't be fooled: it's a lot of work.