#GIDEROS PHYSICS EDITOR ANDROID#
On this subject, even if LÖVE now has official Android and iOS ports since version 0.10, things like this difference make it feel for the moment more of a desktop-first framework compared to other engines that are more platform-agnostic.
#GIDEROS PHYSICS EDITOR CODE#
In addition, LuaJIT is integrated in the desktop versions, making the Lua game code blazingly fast on those platforms. Especially tinkering (at least for me), as one of its strong points lies in its scripting language, the ever-elegant, "easy to learn difficult to master" Lua. KnowledgeableCirce's Experience LÖVE is a really nice framework for making small to medium-sized games and having fun while doing so - well-recommended for game jams, education, and tinkering in general. Grants and Patreon have seemingly secured a steady pace of development, newcomers get a low friction experience thanks to great documentation and an active community, and later this year there should be the big 4.0 release to top it off, and hopefully continue this current upward trend. As a whole, as of mid-2021, the project seems to be in a very healthy spot. The one area where the engine used to lag behind was the overall rendering and scripting performance, but progress is being made on this front: C# and GDNative support starting in version 3.0 can help for CPU-intensive tasks, 2D batching was finally introduced in 3.2, and 4.0 should bring a good number of optimizations including a Vulkan renderer and GDScript performance gains with typed instructions. Furthermore, choice is now available with C# introduced as an official second language and bindings for other popular languages like Rust and Nim being developed by the community, even if the experience is not nearly as polished. 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. 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).