4 ms·
It definitely has its warts. I've been making a game using it and I've been annoyed how difficult certain things have been. 3D and cross-platform support in gen
by cableshaft 3y ago
It definitely has its warts. I've been making a game using it and I've been annoyed how difficult certain things have been. 3D and cross-platform support in general isn't great (it's technically there, but any platform outside of Windows has a lot of hoops to jump through, at least in my experience).
But it's also one of the more lightweight and code-centric game development frameworks out there currently, and I do prefer that to working with a heavy bloated editor like Unity (which I've used professionally in the past). And as long as my game takes the warts into consideration, 95% or more of my time is just spent coding, not figuring things out the quirks of the framework or engine.
Like I had some issues getting some animations to import properly from Blender the other day (there's some video with like 100 views of someone who got something a bit different sort of kind of working, but I didn't feel like figuring out how to decode what they're doing and transpile that over to my needs), and just decided "Okay, I guess I'm not going to bother with making animations in Blender and only use static models instead. What I wanted it for isn't really that necessary anyway." And I'm only targeting Windows for now. I'll try to get other platforms working later, if ever (got it working on Steamdeck, at least).
It was also pretty disheartening to see almost zero development on Monogame over the past year (judging by its Github activity).
I have been considering giving Godot or Defold a try for my next game (Godot I was highly considering since it has XR support, and I've really wanted to make a VR-compatible game for a while now), but I'm hoping I can at some point jump back into Monogame once this Foundation gets into gear.
- sproketboy 3y ago[dead]
- pixelbyindex 3y ago> But it's also one of the more lightweight and code-centric game development frameworks out there currently, and I do prefer that to working with a heavy bloated editor like Unity I also started with XNA, and I quite enjoyed it. But this was back in 2012, and I felt the shift happening. I used Unity for several years, and always felt a sense of confusion when looking at someone else's implementation: should I look at the code? The scripts? How is the project structured? It can be quite a task. In the last 6 months (shortly before the infamous Unity debacle) I started using Godot with C#. Like many, I can say that I quite like it. Related to your comment though, I tried going back to a code-first approach, and so far I have to say, it's going great. I have managed to create most of my scenes with scripts alone, and as far as I can tell, Godot is made for this. Everything that can be done in the editor can be done in code.
- doix 3y agoThat's great to hear. Way back in the day I played around with libgdx and xna and they made sense to me. The shift to unity killed any desire I had to try to make indie game experiments. The UI was confusing and I couldn't grok it. It just felt so alien to me. Awesome to hear that you can use godot in a code first way. I might have to try and pick it up at some point when I have free time.
- brnt 3y ago> And as long as my game takes the warts into consideration, 95% or more of my time is just spent coding, not figuring things out the quirks of the framework or engine. Of course you don't spend time on warts if you know where they are and how to avoid them. The problem is learning that, which you apparently have, but then again, this can be said for any cumbersome tool.