40
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
this post was submitted on 30 Sep 2024
40 points (100.0% liked)
TechTakes
1401 readers
185 users here now
Big brain tech dude got yet another clueless take over at HackerNews etc? Here's the place to vent. Orange site, VC foolishness, all welcome.
This is not debate club. Unless it’s amusing debate.
For actually-good tech, you want our NotAwfulTech community
founded 1 year ago
MODERATORS
Godot is really fun to use and to develop in. They basically gamified documentation writing: they show you tooltips for your custom elements just like the classes provided by the engine with their excellent documentation. The engine has hot code reloading too. I have a puzzle game project that I'm working on now.
that sounds awesome! godot in general seems to be a very practical game engine, and at this point I definitely want to do my next little experimental game project in Godot (with Rust, if the tooling for that is at all ready for production) so I have experience with at least one normal object-oriented game engine that isn’t an old unreal engine or idtech under my belt
like I mentioned, I really like how Bevy works, but in its current state it isn’t really ready for rapid development. a bare Bevy project is literally just the ECS and system scheduler but with no runloop. the defaults get you a lot of basics like a runloop, good renderer, input handling, audio, and such, but from there you still have to decide how everything works in terms of game logic — even with third-party plugins for stuff like physics for example, you still have to write logic for what a collision means to each entity involved. I also don’t think bevy has a unified editor or live code reloading at all yet? so for each game you have to write an editor (which the engine helps with a little bit) and potentially a live reload implementation (which sounds like hell)