Originally posted by curaga
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The Godot Engine Is Now Open-Source
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I haven't had the time to give the engine a truly thorough look, but what I'm seeing is interesting.
I'm pretty used to an entity/component system and the idea that components create renderables which are managed by the scenegraph. That entities are created directly as (various types of) scene nodes, and various nodes such as MeshInstance (or armature + skeleton etc...), SFX, Collision proxies etc are attached as children feels pretty old-school to me. This is an example, IMO, of a scenegraph trying to do too much. Most people use Cocos2D this way however, so I suppose this would be a fairly easy transition to them (and Godot can indeed be positioned against Cocos2D in the 2D realm).
Overall, I like it. It's easy to understand and easy to use. Incredibly portable too. Improvements can be made of course, particularly in the script editor which is necessary because no external IDE supports GDScript (yet?). Also the GUI editor is very primitive. Honestly I wouldn't position it against Unity just yet for 3D games, but in the 2D realm positioned against Cocos2D, Corona, SpriteKit etc this is an amazing engine that exceeds their functionality.
Looking forward to spending more time with it.
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Originally posted by siavashserverFor desktop, right? And how much different is GLES2/3 from ... OGL3 core profile for example? (Programming side)
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Originally posted by siavashserverFor desktop, right? And how much different is GLES2/3 from ... OGL3 core profile for example? (Programming side)
GLES3 lacks some features, but luckily those are not as important nowadays, like geometry shaders.
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Even though this is probably just a mistake of the security company Symantec, I'd like to point out to their report on the website of the Godot engine:
I hope it is just a misunderstanding and the developers of Godot will sort this out soon.
It would be nice if the developers could clear up matters in this case.
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