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Godot 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
by dartos 3y ago
Godot 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.