After looking around at game engines the other day I came across the godot engine. From what I could gather, it seemed to be the most programmer friendly engine in that it allows you to script natively (GDnative) and even extend engine functionality through C++ 'modules' (as described here). Being a C++ programmer I like to have full control over my game and how it runs but I don't necessarily want to start from scratch and godot seems like a good middle ground. However, when looking at the pros and cons of the godot engine I found this site which lists a con for godot as difficult to optimize since:
I'm curios if anyone has any experience creating modules with godot and what exactly their limitations are in regards to optimization/control over your game code. According to godot's author you even have the ability to utilize a different renderer through modules making me believe that even though godot has something resembling an OOP architecture at its core, you can still implement a data oriented render engine if you so pleased.
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