32 karma · joined August 9, 2017
The tutorial starts with C but there is a C++ one as well.
Again though, I would recommend at least trying to compile the engine once. It's simple, reasonably fast and you can extend the engine as much as you like https://docs.godotengine.org/en/stable/development/cpp/custo...
All builds (except for server/headless build which is Linux only) are available for Linux, macos and Windows as binaries. This includes the standard build and the Mono build. All builds are also capable of loading dynamic libraries at runtime which you can write in C++.
Compiling the whole thing definitely seems onerous but it's surprisingly easy, even for me who barely knows C++. If you're interested you can read about it here: https://docs.godotengine.org/en/stable/development/compiling...
Most people don't compile the engine themselves though, but it's a very viable option if you know how to use a command line.
"I am repeatedly astonished that such elementary reasoning seems beyond so many." Perhaps you're just wrong? If everywhere you go smells like shit you should check your shoes.
[1]https://devblogs.microsoft.com/dotnet/announcing-net-core-3-...
Release notes for a new version are not the place to list all the features of the engine. You can literally click on the home page and see "Object-oriented API with language options such as GDScript, C#, C++ and visual scripting.".
If people give up "in disgust" because they can't find what language the engine uses for scripting immediately in the first sentence of a release announcement then they're probably not cut out for making any kind of software which requires digging through documentation.
I 100% disagree with this statement. It's the equivalent of saying "A human has one responsibility and one responsibility only - stay alive" to hand-wave away criminal activity. Is BP not responsible for their oil spill in the Gulf because they still make money? Should pharmaceutical companies not have to put side effects on their product labels because the consumer should have educated themselves on how these chemicals affect your body?
I get that companies have been doing this for a long time and people should know this, but it hasn't been happening on this scale before, nor with the amount of computing power we have today to do some frankly frightening things.
Ease of use? Godot is probably the best in class for that in my opinion, but if you prefer text interfaces over GUIs then Love2D is very good. As far as frameworks go it is extremely simple to get going, well documented, and has plenty (not an over-abundance, but certainly enough) of libraries to make simple or complex games with.
Godot gives you a lot more to work with as far as built in functionality as well. For instance if you don't want to use the Love physics library (it is very heavy for most tasks) you're going to have to write your own collision detection or use a 3rd party library (I recommend Bump).
Performance? I recall seeing a forum post to do with the bunnymark test where Love edged out Godot by a reasonable margin in naive tests. Once Love was optimised then it was impressively fast in comparison, but from what I remember no one tried optimising the Godot implementation.
That is just rendering. I don't know of any comparisons as far as processing speed goes. GDScript has been called slow but it's plenty fast for most use cases. Love2D uses LuaJIT which is probably the fastest dynamic interpreted language there is.
Honestly for 2D I sincerely doubt you're going to hit the limits of either engine, and they're both fantastic.
Well it's officially supported so I'd imagine so.
Also it does support 64 bit, I have a 64 bit Lazarus installed on my Windows VPS.