When comparing Panda3D vs PICO-8, the Slant community recommends Panda3D for most people. In the question“What are the best game engines for point & click adventure games?” Panda3D is ranked 14th while PICO-8 is ranked 38th. The most important reason people chose Panda3D is:
The liberal license allows use of the engine for any purpose without restrictions or royalties.
Specs
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Pros
Pro Free, open-source, and permissive license
The liberal license allows use of the engine for any purpose without restrictions or royalties.
Pro Will be very easy for developers already familiar with Python
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 Python-based interfaces.
Pro Supports most popular physics engines
Panda3D has in-depth integration with industry standard physics engines such as Bullet, NVIDIA PhysX and ODE, but also offers a simpler built-in physics engines that will cover more basic needs.
Pro Flexible scene and object hierarchy system
Creating weird world constructs is generally a breeze. The node system the engine runs with allows to build self-looping worlds and, on large scale, non-Euclidean scenes without having to introduce a huge amount of custom code.
Pro Powerful profiling and debugging tools
Panda3D has a suite of powerful tools to help track down performance bottlenecks, memory leaks and examine internal state.
Pro Supports browser deployment
Panda3D offers web plug-ins that allow deployment of an application to all major browsers. A WebGL port is in the works as well.
Pro Takes away the pain of having to wire things together
Because it's an all in one product, you don't have to worry about things like how to load sprites.
Pro Very simple programing language
It's lua with a few modifications.
Pro Encourages building simple games
As a beginner it's all to tempting to try to make the games you like to play, like Zelda or Call of Duty when we should probably be making pong.
Pro Restrictions of tokens count "forces" to write code effectively
When you reach 8192 tokens, you're screwed. However, this limit can teach you to take a look at entire code and think how you could optimize it.
Pro Possible writing code in external editor
Since launch of 0.1.12c version of software, you can now write and include external script using the same directive just like in C / C++.
Pro Perhaps one of the easiest sound editors around
Pro Share the game in a .png file with other Pico-8 users
Pro You can read the code of any game you play
Pro Lots of examples
Almost every game made for the Pico-8 is open source (if you can download the .png, you can see the source).
Also there's the fancy Pico-8 "fanzine" that has lots of code examples as well as other great tutorials in a beautiful physical or PDF form.
Pro Easy to get things going very quickly
Cons
Con No unified editing program
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 import them into Panda3D using Python code.
Con Limited tutorial
Step by step tutorial is limited. Manual is too general and short without examples. Samples are too complex for beginners.
Con Direct3D support is behind
Direct3D support not up to par with OpenGL support, only version 9 is supported.
Con Terrible compilers support
Does not support any other compilers then MSVC on Windows, neither Clang nor MinGW.
Con Developer isn't very competent
Panda3D only has one developer and he utterly fails to fix problems with his engine, instead focuses on style guidelines and breaking code.
Con Loading Pandas3d will change your builtins to contain non explicit references to non-standard helper functions
A lot of the pollution comes from storing global state. Instead, you can store and update the global state of a namespace instead. As for the built-in pollution, you can make a wrapper that backs up builtins, imports pandas and then restores builtins, though this may not work as pandas almost certainly uses it's extra builtins to work. The best thing to do would be to explicitly import the same objects that are in the builtins over the top of the modified builtin namespace, although it doesn't remove the code smell, it helps to make things look less (if not at all) magic.
Con No collision library or other common things
Pico-8 is very minimalistic and as such doesn't come with really any abstractions whatsoever which means often you end up re-inventing the wheel.
Con Code editor leaves some things to be desired
Such as code completion and automatic indentation.
Con Costs 15$
Unlike many of the other frameworks it's not free. However this is kind of a feature because it means it's much more likely to be supported.