All in all I don’t think it matters that much for the end user: it is similar to Python and well made, there were sound reasons for going this way (ease of use, integration, features like vectors and threading), and learning the language is quick and done while getting fluent with the API (which is the main part, as with other engines). A somewhat controversial characteristic of Godot is its custom scripting language, GDScript. The downside to having a hierarchy of prebuilt node types is that some of the choices made in terms of inheritance and usage patterns, while pragmatic, can sometimes feel a bit arbitrary also developers familiar with ECS may feel restrained at first, although adding new node types is relatively easy (it is done in script). I find its main paradigm quite simple and versatile: a scene is made of nodes (basic building blocks like sprites, buttons…) but can also include other scenes, allowing for easy grouping and reuse akin to prefabs in other engines. Speaking of its integrated environment, it deserves a special mention as it has come a long way in terms of usability, features and tooling, while remaining pretty lightweight. KnowledgeableCirce's Experience Godot is a great generalist, battery-included game engine featuring an integrated development environment, in similar fashion to Unity or GameMaker… but open source. Even though you create new thread from Autoload script, your game will just stop and wait for your thread to finish its task. Therefore everything is synchronous in autoload. It is not a separated thread that manage data. For example, Autoload (Fake singleton) where you want to manage data in real time. However If you try that in Godot, you cannot multi-threading where you want to implement asynchronous system. You may mention about multi-threading because asynchronous programming is one way of multi-threading. Which is very efficient for performance of your game. If i give you very simple example for why GDScript is immature, GDScript does not support asynchronous programming. Because C# is popular in other game engine and it contains all the new features that is available from new programming language. You can just feel that by the godot team is solving that matter by supporting mono version. It does have some good features but it is not good enough for what you need if you want to deep dive into game development. Which means it cannot have all the power and new features that is available in Python or other programming language. GDScript is quite immature language GDScript is copy of python and the real problem is, it is not python. This definition is intentionally broad and inclusive, to match the scope of the question itself: other questions can satisfy more specific needs, while this one serves as a comprehensive summary and introduction. Likewise, a high-level tool which allows assembly of 2D games from assets fits even if it has no coding interface. The rendering engine is responsible for the rendering or rather 3D rendering and not for the game mechanics.Īmong other things, qualifying engines do not require an integrated development environment, any sort of visual editing or compositing of game assets, or a physics engine. the physics engine, the rendering engine is just middleware. some algorithms, solely responsible for the game mechanics and is strictly speaking not the rendering engine. This is based on Wikipedia's definition of a game engine, specialized to 2D while taking note of the second paragraph:Ī game engine is the software, i.e. For the purpose of this question, a "2D game engine" is defined as a framework for managing game state and behavior, integrated with 2D-specific middleware (at minimum, a rendering engine).
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