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Godot networking has its roots in peer-to-peer multiplayer-coming-from-last-century, and peer-to-peer-based networking is inherently limited to very small communities of people-who-trust-each-other. While it is technically possible to write an authoritative-server-based game (which is a prerequisite for serious games) with Godot, it is going to be quite challenging. Also, lots of very important concepts (such as Interest Management and Low-Latency Compression) don't seem to exist in Godot universe. See More
This engine barely released one year ago has more than 1000 forks on github and about 100 developers. Not only that just a bit of browsing trough issues you will quickly find out the dev community loves new esp free technology and does not shy away from completely rewriting parts of the engine. The audio engine is being completely rewritten to use threads and so forth. See More
Godot Engine is itself a Godot game. By adding the "tool" keyword to the top of a script, you can design extensions for the editor itself INSIDE the editor. Integrating these editor scripts into a bundled plugin for sharing is extremely easy to do. See More
The editor has a fully searchable index of class API documentation for everything the engine offers (NOT just a web interface). You can easily open the documentation for any class by Ctrl-clicking the class's name in the in-engine text editor for scripts. See More
With 3.0's addition of NativeScript and PluginScript via GDNative, developers can easily define bindings for new scripting languages. In addition to the primarily supported C++, GDScript, VisualScript, and C# languages, the community has contributed D, Nim, and Python as well with more on the way. See More
The engine's source code is easy to read and understand with a self-documenting approach to code design. You don't have to wait months or years for other people to fix an engine bug that is important to your game. Often times, you can spend an hour or two of your own time to fix whatever problems you encounter yourself. See More
The engine is build not only to support version control but to really use it. Scene files for example which usually get compiled into some sort of unreadable data stay in a text format - that way you can actually see your changes in a version control system like Git. See More
Unlike Unity and Unreal, Panda3D doesn't currently offer a single, unified editing program in which objects can simply be dragged in and assigned properties (although third-party solutions are available). Developers are expected to design their scenes in a modelling program like Maya or Blender instead, and bring it into Panda3D using Python code. See More
Although it's possible to use only C++ to program in Panda3D, all its power is available to the Python scripting language, while not trading in performance since the performance-critical parts are implemented in C++. It has a powerful binding layer that exposes the vast majority of the API via Pythonic interfaces. See More
Urho3D has the best multiplayer support at least among free engines. Most importantly, Urho guys do understand importance of authoritative servers for any serious development. In particular, Urho supports such features as Interest Management and hooks for Client-Side Prediction. See More
Editor has a built-in code editor which drastically simplifies the programming process. Programming with Esenthel is based on C++ language, however, when using the code editor there's no need to make separate .cpp or .h. Code can be written once and the editor will separating definitions and declarations automatically in the background allowing for quicker development. See More
There are plenty of beginner coding tutorials which serve as a basic introduction for a new user to get up to speed, but once having passed that stage there is a real lack of free more advanced tutorials/examples/code snippets demonstrating the finer details of the vast and varied API functions. See More
Although the complete engine is maintained by a single, highly-skilled individual, he can be limited to what he is able to see or perceive, and sometimes he doesn't recognize broken or incomplete features until he sees it firsthand and sometimes doesn't recognize valid reports from his users. But when he does recognize the gap in the engine's feature-set, he is quick to make adjustments and updates. See More
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