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Using physicseditor libgdx
Using physicseditor libgdx











using physicseditor libgdx

Luckily the native extension system and LuaJIT’s FFI system has allowed the community to fill in the gaps with nice and easy to use projects such as DefOS. When it comes to things such as hiding the mouse cursor or modifying the window properties on desktop then yes, ideally these features should be included in the engine itself since they are pretty basic, but as someone already pointed out, the focus for us has previously been mainly on mobile. It’s much better to include the basic building blocks for creating a GUI system and then leave the rest to library/extension creators or the actual game developers so that they get the GUI system they want, not the GUI system we in the Defold team think you want. Our philosophy is that if we were to provide for instance a high level GUI system with components such as buttons, checkboxes, lists, grids, screens, popups and transitions then it will work for many cases but it will never be perfect for everything. If you expect Defold to provide you with many ready to use high level constructs such as those you can find in Unity or Corona then you’re out of luck. The three products are still more bare bones than some of the massive engines such as Unity or Corona where anything and everything is included in the shipped product. Defold has some features that are more mature than their counterparts in Phaser or Love and vice versa. The analogy with Phaser and Love is pretty good. That’s the impression I got as well but comment sounds a bit scary. It sounds like Godot could be a better fit for you, but if you decide to try Defold, you will get plenty of support! (and the docs are good and complete). I can throw a thousand scripts at Defold and it doesn’t flinch. It seems fine with small prototypes, but as my projects got closer to a finished level of complexity, the scripts started to bog it down. I enjoyed it for a while, but my biggest issue with it is how terribly slow GDScript is. I used Godot for a while before switching to Defold. If that doesn’t sound like fun to you then Defold is probably not a good fit. You should expect to use a few external libraries and modules, or build lots of things yourself (not just for desktop). Defold lays the groundwork for you, but doesn’t give you any of the specifics. You will probably be able to develop faster with them because you can just drop in premade stuff. You can expect to get almost everything you need for any normal type of game. Unity and to a lesser extent Godot have huge feature sets. It’s more of a base framework along the lines of Phaser or Love. The thing about Defold is it’s quite small.













Using physicseditor libgdx