learn-gdscript
bgfx
learn-gdscript | bgfx | |
---|---|---|
107 | 71 | |
1,953 | 14,383 | |
1.8% | - | |
7.0 | 9.3 | |
14 days ago | 5 days ago | |
GDScript | C++ | |
GNU General Public License v3.0 or later | BSD 2-clause "Simplified" License |
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learn-gdscript
- I want to learn Godot from scratch. i tried to learn it a few times and got bored and failed. can you help if you know a good tutorial video that is easy to understand? how can i learn gdscript?
- Should I learn GDscript now or later?
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Promotion and critique of the 20 Games Challenge
When I see someone wanting to start out and knowing nothing at all I do not point them at the 20 games challenge. I first point them at something like this: GDquest GDscript for total beginners . It at least attempts to teach some absolute basics as well as abstracting/hiding away useless and confusing framework you really don't want to be occupied with when learning from zero. But it's also guilty of assuming knowledge in some areas. That is sadly unavoidable. It also teaches almost nothing about object oriented design. (Something that should be looked up if you're working in an engine that has this as it's central design philosophy)
- Not a programmer, i want to learn
- So I'm trying to learn godot but before I do that is it perfect for beginners or I need to learn something Else?
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what are the best FREE ways to learn GODOT?
You can use this to learn GDScript https://gdquest.github.io/learn-gdscript/
- Viaje al centro de Godot
- I just need a little clarification
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Help with spawning objects in order
Do you have any experience with programming? If not, you may want to start here https://gdquest.github.io/learn-gdscript/
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i dont know what to do
If you have never done basic fundamental programming you can begin with https://gdquest.github.io/learn-gdscript/ , while this still hasn't been updated to Godot 4.0, it is universal enough not to be a problem.
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
godot-port - Unknown Horizons Godot Engine Port
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
colorall - Absorb the adjacent colors by changing your blob's color
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
godot-blueprint - A quick-start Godot project ready for development.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
godot-open-rpg - Learn to create turn-based combat with this Open Source RPG demo ⚔
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Pixelorama - Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features. Available on Windows, Linux, macOS and the Web!
sokol - minimal cross-platform standalone C headers
godot-docs - Godot Engine official documentation
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2