4 ms·
I'm keeping my eyes on O3DE as Godot's designs aren't conducive to high performance operations, or lots of actors (at least, I haven't had a need for a lot of a
by thrillgore 3y ago
I'm keeping my eyes on O3DE as Godot's designs aren't conducive to high performance operations, or lots of actors (at least, I haven't had a need for a lot of actors, but I do find myself needing to use Observers). But in terms of trivial design, Godot is much closer to Unity, and in a lot of ways, its Node system gives it an edge for extendibility and ease of use.
- dartos 3y agoGodot is optimized for easy of use and common game dev problems. It should be able to handle several 10s of 1000s of actors without a hiccup, but once you get into the millions, you may need to write some of your own modules. Luckily godot’s codebase is just about as pleasant as c++ can be for a project as complex as a multi platform game engine with multiple rendering backends. In this interview the devs of cassette beasts touch on it a bit https://godotengine.org/article/godot-showcase-cassette-beasts/ https://godotengine.org/article/godot-showcase-cassette-beas...
- jokoon 3y agogodot is not really nice to use in C++
- spookie 3y agoParent was talking about its codebase
- mardifoufs 3y agoDid Godot finally migrate from c++03? I know it's pretty subjective but c++03 doesn't make for a super pleasant codebase imo. Doesn't detract from your point, I'm just wondering if they completed the switch to a more recent standard. I remember they were planning on doing it
- follower 3y agoYes, via https://docs.godotengine.org/en/4.1/contributing/development/cpp_usage_guidelines.html https://docs.godotengine.org/en/4.1/contributing/development...: > Since Godot 4.0, the C++ standard used throughout the codebase is a subset of C++17. > [...] > Prior to Godot 4.0, the C++ standard used throughout the codebase was C++03, with a handful of C++14 extensions.