this post was submitted on 08 Aug 2023
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Godot

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[โ€“] popcar2@programming.dev 1 points 2 years ago* (last edited 2 years ago)
  • It's light. Compared to Unity which spends ages creating projects, compiling scripts, building, etc. Godot feels very snappy. Unity also generates about 350mb of placeholders every time you create a project, something I always held a grudge against because my drive isn't very big (500gb)

  • It's open-source. Obviously a big reason for a lot of people, it feels good not to have to worry about any licenses or a business suit CEO saying devs are idiots

  • It's more cohesive. It increasingly feels like you need a lot of extensions to get work done on Unity, and there are like 3 different systems to do one thing. In Godot everything feels more straightforward, and it's batteries-included so you have support for things like Tweens out of the box compared to Unity. Things are generally easier too like Autoloads compared to having to manually make singletons.

  • I love signals. Probably the most subjective thing, but for me, I think signals are great and a way better alternative than blindly calling functions on another object. Other engines may have it but usually they don't work very well.

[โ€“] anteaters@feddit.de 1 points 2 years ago

One of the biggest advantages Godot offered me was that there is "barely" any bullshit to get started. Download the engine, start it and you have everything ready to go. Included script editor, API documentation and no huge downloads or user accounts you have to create. And when you want to give your game someone else you can easily export and be done with it. It's that "batteries included" feel that I think is really powerful. And that is also why I chose it for my projects. I can get a simple idea for an android app running in half an our without fighting with android studio. I can deploy applications to windows, linux and web without the headaches that python deployment brings.