Alternative Renderer Ideas and Options #2347
Replies: 11 comments 7 replies
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It's an interesting idea, though this also means several rewrite of the game engine/renderers/extensions. But Haxe is definitely very interesting and I keep a look at it. Some extensions could be written in Haxe as a proof of concept. |
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Haxe has this
https://github.com/pixijs/pixi-haxe
Can also compile to js. Will it really compile to native target if it still
uses pixi
…On Thu, 27 Aug 2020, 00:06 Florian Rival, ***@***.***> wrote:
It's an interesting idea, though this also means several rewrite of the
game engine/renderers/extensions. But Haxe is definitely very interesting
and I keep a look at it. Some extensions could be written in Haxe as a
proof of concept.
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Yeah, I wonder if Pixi-Haxe would allow for most of the existing stuff to stay functional, but potentially add on an alternative renderer and event type (Haxe event similar to JS event). |
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There is also the Kha framework which is used by the Armory Engine and also based on Haxe. |
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Its interesting, but a huge task. What will it give us apart of native
compile. Also when we say native, how involved will it be to set by our non
programmer user base? Remember we still have cocos and that is a bit
involved to set up locally and doesn't support gdevelops all features
…On Thu, 27 Aug 2020, 06:35 Wend1go, ***@***.***> wrote:
There is also the Kha framework <https://github.com/Kode/Kha> which is
used by the Armory Engine and also based on Haxe.
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Hello everyone, I'll try to make a simple Haxe exporter for proof-of-concept, it could be useful to look at the GDevelop JavaScript exporter. Can someone show me where is it in the source code? |
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Conveniently, 4ian wrote a blog post about it a few hours ago: https://forum.gdevelop-app.com/t/code-generation-process/27155/2?u=arthuro555 Personally I think a haxe platform is a bad idea as it means:
If we were to make such a big platform change/addition I would suggest either rewriting GDCpp to use SDL2, as it would port pretty well to pretty much any platform (SDL being an industry standard) and be way faster, or write a new platform in rust, which allows for better speeds and less bugs thanks to its approach for memory management. |
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I would like to redirect this discussion to a question I have asked a few times but I think the answer of is still vague:
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What about godot :) its probably the best open source engine atm and even
has a web editor now
…On Sat, 14 Aug 2021, 08:38 Silver-Streak, ***@***.***> wrote:
🤔 You seem to have mistaken rust and ruby.
Oh Jeez, you're correct! 😭
These recommendations *are* Rust, but I wrote Ruby. Correcting now.
I couldn't help but notice you have talked almost only about other game
engines.
Just to clarify, I tried to find a decent mix of both frameworks and more
feature-filled engine style options, based off prior conversations with
4ian about potential options.
I would also like to say that I don't want to touch anything cocos,
Yeah, I definitely agree on this one, exactly for the same reason you
list. I listed it because it showed up *numerous* times in
recommendations while I was digging into stuff.
Another option would be to look into NodeJS bindings for native engines.
Since the rendering code would be natively run we should be able to achieve
higher speeds, and since we would not use Chromium we would gain lower file
sizes. Since it would still run on JavaScript, it should be mostly
compatible with GDJS and it's extensions. An example native renderer would
be the Raylib bindings for node.
Raylib *greatly* intrigues me, just as much as the Haxe options. I think
Haxe may draw in more contributors right now as it's pretty popular in the
dev world, but I think either of the Haxe options, or the method you
mention with Raylib, could be amazing.
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There are other game engines made with godot fork that use visual
programming doing really well. Rpg in a box for example
https://www.rpginabox.com/#:~:text=RPG%20in%20a%20Box%20lets,together%20%22in%20a%20box%22
.
Godot core devs are not very good at ux, but when the community is loud
enough about an issue, they start letting the changes happen. They don't
understand the value of an event sheet approach for sure, but that doesn't
mean someone else won't take their excellent mit licensed engine and build
an event sheet ontop of it. Its a matter of time imo
…On Sat, 14 Aug 2021, 09:14 Silver-Streak, ***@***.***> wrote:
What about godot
I had thought about Godot, but quite honestly.. the project
maintainers/contributors POV have kind of killed my interest in the engine
pretty hard.
I've seen numerous people in their Github discussions want to talk around
enhancing (or really, fixing) their visual scripting system, only to be
shot down due to the devs viewpoint that there's nothing to enhance. If I
remember correctly, some folks' PRs to enhance visual scripting's ease of
use got rejected even after completion because it was counter to the dev's
vision for it (which is still unclear, but basically seemed to boil down as
they viewed it as a tool for programmers to use for themselves, not for
non-coders/artists/etc)
I've even seen your suggestions around user experience enhancements get
ignored, @blurymind <https://github.com/blurymind> 😆
All of the above in mind took it out of my research really quickly. I
still think the engine is a great piece of software and could one day be
the true alternative to Unity some folks are looking for (once they make 3D
realistically viable), just not necessarily a fit for this.
(Also its general performance for both native and web was pretty poor
compared to all of the other options above, at least from the benchmarks I
could find. Still *good* performance, to be clear, just worst than the
rest above when averaged.)
I'm not a decider in this at all, though, so I just wanted to provide
context to your question.
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Just to add some updates to this discussion, focused on the above engines I posted about:
All of these have a lot more features than the list above, these were just the big ones they listed and/or caught my eye. |
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Description
GDevelop 5 Can export his projects to HTML5, but I think this is not enough,
it could be great to generate Haxe code from the project files, in this way, GDevelop games can be easily compiled natively to desktop, mobile, web, and even consoles with the maximum of performances.
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