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does anyone know a good oss alternative to unity that supports ios and android? i'm familiar with godot but i don't know how robust it is compared to unity.
by mlevental 9y ago
does anyone know a good oss alternative to unity that supports ios and android? i'm familiar with godot but i don't know how robust it is compared to unity.
- earenndil 9y agoUnreal isn't actually oss but source-available so works well enough. Why not try godot and see if it's robust enough for you? Another open-source engine you could look at is urho3d (it still supports 2d games).
- mlevental 9y agowhat do you mean source available? can i get the source and compile it myself?
- cweagans 9y agoYes, but it's not "open", per se. You get access to the source, but you cannot distribute it.
- mlevental 9y agohow do i get it? isn't the same the case for unity actually?
- earenndil 9y agohttps://github.com/epicgames/unrealengine https://github.com/epicgames/unrealengine. You have to register your github account with them on their website[1] to get access to it. This is not the case with unity. 1: https://www.unrealengine.com/register https://www.unrealengine.com/register
- cweagans 9y agoYou don't get source for Unity unless you pay a boatload of money.
- MrLeap 9y agoFor 2d stuff, haxe is pretty good. If you have any Actionscript 3 experience, a lot of memories will come rushing back to you. I haven't tried Godot yet but it looks really compelling. I sure wish they didn't make up a new language to script with though, there are already so many good choices. :/
- sprucely 9y agoI've been following Godot for some time. Development of 3.0 is progressing nicely and looking to have some great features... C#, GDNative (script bindings for other languages: D, Rust, etc.), asset library, a more modern graphics pipeline My understanding is that those coming from Unity often get tripped up by Godot's scene/instancing system because it's somewhat different than how prefabs work. Subtrees in a scene can be broken out into a separate scene and instanced. Elements as basic as a bullet should be implemented as a scene and then instanced and customized as needed. A common sentiment I've seen is, once it "clicks," they can't imagine going back. I've only spent a few hours in Godot since recently cloning/building the master branch, and I already have a nice force-directed graph implemented. If it gets to a point where the number of graph nodes affects performance, I can move the force calculations from GDScript to cpp or another native option.
- thatonechad 9y agoFor 2D games, GameMaker is good but has its own scripting language but the language is very similar to javascript.