godex VS Flythrough.Space

Compare godex vs Flythrough.Space and see what are their differences.

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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
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

godex

Posts with mentions or reviews of godex. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-19.

Flythrough.Space

Posts with mentions or reviews of Flythrough.Space. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-12-24.
  • How can I better mimic the flatness of the moon as seen from the earth?
    1 project | /r/blenderhelp | 23 Aug 2022
    Here's what it looks like now (planet files):
  • Ask HN: Show your failed projects and share a lesson you learned
    7 projects | news.ycombinator.com | 24 Dec 2021
    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
    1 project | news.ycombinator.com | 10 Oct 2021
  • Why isn't Godot an ECS-based game engine?
    6 projects | news.ycombinator.com | 27 Feb 2021
    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?

When comparing godex and Flythrough.Space you can also consider the following projects:

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