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As an alternative, you can code in C++ or C#. If desired, Godot has bindings for other languages, such as Rust. Going ahead—in the end, C++ came in handy and useful for the project.
Unity. Can't say much. It's the most popular choice for 2D game development. But somehow, my heart wasn't in writing in C#. Also, for some entirely subjective reason, I had a skeptical attitude towards the engine.
This approach can be used to easily generate a Voronoi diagram with taxicab distances (i.e., using Manhattan distances). So, to quickly assess the Voronoi map in action, I implemented this algorithm directly in GDScript in Godot to interactively explore maps with different metrics. Disregarding all the details, the pure algorithm code looks like this:
So, what did I do? As I mentioned earlier, I stumbled upon an implementation of the Voronoi diagram in taxicab space, written in JavaScript. I looked at it for a long time, admired it, ran the project, saw that the code worked. The author even has a demo page showing the result of his library.
Write C++ classes or functions using C++ bindings for the Godot engine.
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.