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Content
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https://warpcast.com/~/channel/opensource
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Mason Hall pfp
Mason Hall
@mason
Interestingly all of the top feature requests in Godot are related to typing, which immediately makes you think that a Rust-based game engine like Bevy would be preferred. But then you read articles from devs who use Bevy that are giving it up because the typing is too strong. Feels really hard to get this balance right. https://deadmoney.gg/news/articles/migrating-away-from-rust
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Andrei O.
@andrei0x309
Read that article a few days ago, IMO these days, if you want to make a game as fast as possible you have to choose between Unity or Unreal. As for type safety, you can use C# which is supported natively both by Godot and Unity, and using a plugin for Unreal. But IMO these engines are very complex and very different, it doesn't matter the language as much as the platform API and how they do things that's why they all have higher-level scripting languages as IMO the learning curve of the platform is many times above any language learning curve. The stats don't lie the games that are developed outside of these 3 main engines are in a sharp drop from the past, and for good reasons, but I am old enough to have lived in times when every game had a custom-made engine.
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shazow pfp
shazow
@shazow.eth
I'd argue if you want to make a game as fast as possible, you make a mod (on Minecraft, Roblox, whatever).
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Mason Hall
@mason
Roblox and Fortnite both have really powerful UGC tools, this is the path I'd go as well. That being said, I don't think you can use them to publish games outside of their respective universes
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shazow
@shazow.eth
Yea, three different problems calling for different tools: 1. Prototyping games 2. Making games 3. Publishing games UE/Unity are optimized for publishing by far. Making your own engine is a big part of the joy of making games for the sake of itself. Prototyping quickly is the correct way to find game ideas that work
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