@JudStudios Control over lighting,resolution, and ability to do opt into exports of: normals for 2D lighting effects, separate outline, and shadow. Bonus for optional self-shadow baking.
I've tried a lot of tools over the years, but none have managed to merge everything I want in one.
@lazlobonin Congratulations, Lazlo! It's a long journey, but you made it! It's easy to feel it is never ready, but when you can finally put the pin on it and say "it's done", you've already accomplished a masterpiece
Looking forward to what you decide to do next. :-)
Ever wanted to use C# in the #Defold game engine?
DefoldSharp Alpha 4 is now available! It's not ready for prime time yet, but it's fun to play around with!
Also, I've converted @bjornritzl's Bunnymark profiling for comparison with standard lua.
https://t.co/7De1XPSvFL
@nightblade99 C# runtime wrapper is possible, but it sacrifices the small runtime, run everywhere nature of Defold, and would immediately lock you out of the existing lua-based assets.
For now it's just the transpiler. If there's a large response, a future .NET runtime might be justified.
Today I became a #Defold game engine contributor for two trivial issues found while stubbornly hacking in C# support for Defold.
Well, that was easy.
Seriously, for the friendliest gamedev I've ever encountered, look to Defold.
@nightblade99 Haxe (mature): https://t.co/kvOweBKvTA
Typescript (mature): https://t.co/lTWvQ2iSlG
C++(under development): by @SergeyLerg
C#: (still in early alpha) https://t.co/u2J9kychHn
I think there might be a Rust binding as well.
@nightblade99 No. The only officially supported language is lua, and for most users I'd recommend it. However, the community provides transpilers for Haxe, Typescript, and I'm implementing C#. There's also a C++ extension in the works.
@kobligo@nightblade99@reduzio@neike_ Godot 3 did, and it was always planned for Godot 4... it was just a question of when (beta, release, 4.1?) due to the platform upgrade (.NET 6) alongside the Godot core upgrades in 4.
@reduzio Opposite happened for me. I tried gdscript for a week, but dynamic languages and I just grate at each other. Too many runtime exceptions, inability to find where variables are used, refactoring being a nightmare, so on.
I'll give it another shot with 4, though. fingerscrossed!
@reduzio Only odd thing for me was the one script per node and that composition was done by adding more nodes to the tree, which seemed backwards at first (since that seemed like it would add more overhead than was necessary). The rest (nodes are scenes, prefabs and so on was natural)
@reduzio Better editor customization from other languages (for us, C#). (or if it exists, any sort of documentation on how to do it)
That's the only thing holding us back. Already vetted the runtime C# and engine features for our needs. Only thing left is tooling.
@nateonus No problem! I'm glad it's helpful! Though I'm not sure whether I should be happy or concerned that my work is being used to torture test a program. ๐
@reduzio game API is fine, I meant. Really nice experience there. But controlling the editor from C# is hanging-out-the-airplane class at the moment. So developing games is really nice, but as soon as you go to bring a tools developer on board, you can't bring anything over from Unity.
@reduzio I'd shift everything to Godot, literally right now if I had better editor integration from C#. The API is fine, and it's a dream to use (and so faaaast compared to Unity). But the C# code to Godot editor is a BIG stumbling block right now esp Resources integration and Inspector.
@NobleValerian @reduzio@fringeconscious As a programmer and hobbyist gamedev, my value in visual scripting was high level organization and support structure (such as state machines) around my written logic that made it very easy to converse w/ non-programmers.
For me, it was never about "winning" against written code.
@Voxels Argh! I missed it. Thanks for leaving it live so us slow-pokes can still see the new editor in action! Been waiting for this one for a looong time.