logoalt Hacker News

tancoptoday at 5:04 PM2 repliesview on HN

Godot is a pretty monolithic engine and I don't know if you can really compile it down to a reasonable size for non game use cases. The scripting language is pretty slow and I remember coding in C++ was painful even after 4.0. I think you're better off with Raylib, Bevy or plain SDL.


Replies

dustbunnytoday at 6:09 PM

This is just straight up false. You can compile subsets of the engine even in Godot 3. Godot 4 has made this a first class citizen.

C++ coding is just fine. It's not painful. It can be a bit of boilerplate to expose c++ member fields and functions to the rest of the engine but you get some great power out of that. Just use compile your own module right into the engine. Don't use gdnative.

As someone who's codes a lot of c++ in Godot I really am not sure what your talking about here.

SDL isn't even in the same dimension of usability compared to the Godot editor.

1nv1ntoday at 5:31 PM

Thanks, wasn't familiar with these, I'll look into them though the project direction is unlikely to change to swap Godot out. As of now, the binaries are in the 60-80 MB range; so not tiny - but not something I'd consider massive for what it is.

Usage has been relatively snappy (could be better, I suppose, I need more time). Definitely not sluggish.

A concern is that RAM usage is on the higher side (this is something I'll look at on the next release).