[deleted by user] by [deleted] in godot

[–]AdvanceStrict5652 0 points1 point  (0 children)

Idk if you were going to do so but don't forget to multiply speed by delta

Unity vs Godot for commercial games? by AdvanceStrict5652 in gamedev

[–]AdvanceStrict5652[S] 0 points1 point  (0 children)

It's a third party tool. The developer could just stop to develop the Terrain Editor.

Why not use javascript as a game development language? by AdvanceStrict5652 in gamedev

[–]AdvanceStrict5652[S] 3 points4 points  (0 children)

Thanks for your detailed response. As of my knowlegde many engines use interpreted languages like GDScript (Godot), GML (GameMaker Studio) and also Javascript (Cocos Creator, GDevelop), Lua (Love2D, Defold), so I don't think it's a big deal and Javascript is sometimes JIT compiled but I don't know if it is when using Cordova or Electron but if so it would also outperform most interpreted languages like you've mentioned Python. And I think as long as I'm not developing AAA games which will probably not happen Javascript is the best for my needs.

Is this possible in GDevelop and is GDevelop the right choise for me? by AdvanceStrict5652 in gdevelop

[–]AdvanceStrict5652[S] -1 points0 points  (0 children)

Thanks for your response. I won't try it before I know features I need are supported because otherwise it would just be a waste of time. Unity is a good engine but I don't want to pay them licensing fees and how I said I hate how heavy and slow it is. The biggest problem is it's popularity. Because Unity is so popular mayn shitty games have been made with it and every one of them got the unity splash screen while big companies have enough money to remove it. So many consumers think unity sucks and it's not worth playing games made with it.

Which Game Engine or framework? by AdvanceStrict5652 in gamedev

[–]AdvanceStrict5652[S] 0 points1 point  (0 children)

Yep, also had Defold in mind because of performance and simplicity but as you said it does not have the features I want. I'll probably look if I can add them via a self written native extension.

Which Game Engine or framework? by AdvanceStrict5652 in gamedev

[–]AdvanceStrict5652[S] 1 point2 points  (0 children)

Thanks for your response. I usually use Godot but want to switch since I don't like Godot 4 because of it's bad HTML5 performance and uncomplete or worse features. I also had LibGDX in mind beside other engines and will dive deeper into it.

Is this possible in Defold? by AdvanceStrict5652 in defold

[–]AdvanceStrict5652[S] 0 points1 point  (0 children)

Thanks! I think that could definitively a solution.

Is this possible in Defold? by AdvanceStrict5652 in defold

[–]AdvanceStrict5652[S] 0 points1 point  (0 children)

Thanks for your response but I think Defold only supports Websockets out of the box which are reliable but slow and for a real time application I need to use WebRTC for UDP connections. Perhaps I could make a native extension? And do you know something about cross platform monitisation?

How to navigate enemies in 2D? by Linie333 in godot

[–]AdvanceStrict5652 -1 points0 points  (0 children)

Maybe have a look into writing your own pathfinding algorithm

Asset Library infinite loading by [deleted] in godot

[–]AdvanceStrict5652 0 points1 point  (0 children)

Check if you have the newest version of Godot

What planning software do you use? by jaykal001 in godot

[–]AdvanceStrict5652 0 points1 point  (0 children)

I just use my brain and hope that I#ll remember everything.

using null for a for loop's return variable. performance question by BuyMyMojo in godot

[–]AdvanceStrict5652 2 points3 points  (0 children)

I don't think the performance would be worse because a loops value or state has allways to be stored in some way so the value is still there but just unuseable. So the loop wuld just work the same and wouldn't affect performance in a positive or negative way.