3 ms·
> Is it ready nowadays? What does "ready" mean?
by badsectoracula 3y ago
> Is it ready nowadays?
What does "ready" mean?
- bluescrn 3y ago"Can you develop and ship a non-trivial game with it, ideally on multiple platforms, without spending loads of time debugging the internals of the engine?"
- badsectoracula 3y agoWhat does "non-trivial game" mean? Also what does "spending loads of time debugging the internals of the engine" mean? I have worked on small and large (AAA) games with both custom and 3rd party engines and all of them needed a lot of time both profiling (to make things faster) and debugging (to avoid/fix[0] bugs) the engine internals. Where is the threshold where that time is "loads"? Without being specific on the requirements how can one respond with "yes" or "no"? [0] "avoid" for the 3rd party engines that we tried to not change much as it'd affect engine upgrades later, "fix" for the custom engines
- squeaky-clean 3y agoFor one example. > Projects written in C# using Godot 4 currently cannot be exported to iOS With unity or unreal it's one click as long as you're using a Mac. https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_ios.html https://docs.godotengine.org/en/stable/tutorials/export/expo...
- fulafel 3y agoIf you know you might be targeting iOS, you'll be using GDScript, right? It's one of the first choices that comes up in docs or online discussions when you research which scripting language to use.
- fulafel 3y agoSeems so: https://godotengine.org/showcase/ https://godotengine.org/showcase/