godex
Flythrough.Space
godex | Flythrough.Space | |
---|---|---|
38 | 4 | |
1,123 | 6 | |
1.8% | - | |
3.6 | 3.2 | |
8 months ago | over 3 years ago | |
C++ | JavaScript | |
MIT License | GNU General Public License v3.0 only |
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godex
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Unity's Self-Combustion Engine
I wonder if Godex[0] could be a fit for you. ECS based Godot, based on 3.x which has much more broad WebGL support.
[0] https://github.com/GodotECS/godex
- Switching from Unity to Godot 4, but having second thoughts
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How to implement ECS based physics
There is usually a few steps how to deal with performance issues before reaching the conclusion "I need ECS", but if you need it then try https://github.com/GodotECS/godex
- Correct architecture in Godot
- Miscellaneous Questions Regarding 3D from a Prospective User (maximum nodes, 3D vs Unity, etc)
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Unity style coding in Godot
You might want to check out Godex. It is a Godot extension that introduces an entity/component system. It is not mature yet, but it is under development and seems promising. https://github.com/GodotECS/godex
- Hopefully with all the Unity refugees joining us this becomes way less of an issue
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People coming from Unity/Other engines, what do you miss the most?
However, the great thing about godot, is if you want a feature, like ECS, for example just add it yourself.
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Coming from Unity? What can we do to help? What do you need?
You can try the fork called Godex, it has ECS built into it and is a lot of fun to use in my opinion.
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C# games in Godot, 2022 edition
There is an ECS port for Godot named Godex, but it isn't hugely mature:
https://github.com/GodotECS/godex
I haven't used it, though I've been curious about it. As far as better options for ECS game engines go, I'd go with Bevy (personally), but you'll have to learn Rust (which I'm a proponent of anyway).
https://bevyengine.org/learn/book/introduction/
But both of these are still in "Beta", if that's even the proper term for their development cycle, at this point. They work, technically, but they could use some help, to my understanding.
Flythrough.Space
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How can I better mimic the flatness of the moon as seen from the earth?
Here's what it looks like now (planet files):
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Ask HN: Show your failed projects and share a lesson you learned
My project was a 3d in-browser escape velocity clone (think Endless Sky.) It ended up with an impressive feature set, mediocre graphics, not nearly enough world, no real game loop, and no players: http://flythrough.space
My mistake was building it totally in secret for most of its life. I worked on it for years focusing on adding features that maybe nobody wanted without validating the product/market fit or generating any buzz. By the time I was "ready" someone had gained way more steam on their own EV remake, even getting the author of Override to endorse it, so the fact that I had a working prototype didn't really matter, the community that I thought would be receptive wasn't interested.
I learned that you need to build something worth playing first, including some kind of game loop, before you try to get people to play it. Turns out noodling around with a hacky prototype isn't something people find exciting even if the whole community is centered around noodling around with mods and hacking. People won't mod a game they don't love in the first place.
Since this project, I've committed to building smaller prototypes and validating concepts before I go all-in on building something polished and content rich, and thought I haven't shipped anything this big since, I have met my personal goals.
Full retrospective: http://blog.eamonnmr.com/2020/08/flythrough-space-retrospect...
The conclusion: http://blog.eamonnmr.com/2020/04/dont-remake-an-old-game/
- Classified tank specs leaked on War Thunder game forums – again
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Why isn't Godot an ECS-based game engine?
Here's a real example from a project I worked on in my homebrew ECS framework and later implemented in Godot: a guided missile.
In the ECS project the notion of 'thing that can run into other things and do damage' so totally separate from the notion of 'thing that is driven around by AI.' So adding guidance to an existing projectile wasn't too much of a pain. In the Godot project I'm dealing with networking as well, so the division is between fire-and-forget projectiles (derived from Bullet) which know about hitting things and doing damage, and AI driven Ships with AI or player driven movement which needs to be synced over the Network. In that case I had to copypasta the AI driven movement code into a 'guided' class under Bullet. That said, for almost every other task, Godot's composition first model has been way easier to work with, especially because it lets you test elements in isolation. Here are the two projects if you'd like to compare the code:
Homebrew ECS framework on top of the babylonjs engine: https://github.com/EamonnMR/Flythrough.Space
Godot with networking:
What are some alternatives?
godot-proposals - Godot Improvement Proposals (GIPs)
boltstream - Boltstream Live Video Streaming Website + Backend
Godot - Godot Engine – Multi-platform 2D and 3D game engine
CardOverflow
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
pqm - Physical Quantities and Measures (PQM) is a Node and browser package for dealing with numbers with units
godot-2d-builder - A simulation game demo made in Godot and inspired by Factorio.
lasercrabs - Abandoned hybrid singleplayer/multiplayer shooter project formerly known as DECEIVER
defold - Defold is a completely free to use game engine for development of desktop, mobile and web games.
Marten - .NET Transactional Document DB and Event Store on PostgreSQL
Celeste - Celeste Bugs & Issue Tracker + some Source Code
godot-docs - Godot Engine official documentation