by xd on 4/18/25, 8:15 AM with 172 comments
by evv on 4/18/25, 10:50 AM
You can make proprietary changes to the engine without releasing them (unlike GPL). You can freely monetize games built with the engine, and they make some assurances that there won't be a bait-and-switch.
And finally, the reason why this is not Apache 2.0- you cannot monetize (forks of) the game engine itself.
This seems fair and carefully considered. Kudos to the team!
by progbits on 4/18/25, 10:51 AM
by tunaoftheland on 4/18/25, 12:39 PM
From what I understand it emerged from a gamedev studio from Sweden (King or something?) so there's commercial release pedigree there. I believe their console platform build/release tooling does cost money for game devs because the platform SDKs themselves impose restrictions. But I get the impression that defold as org does seem to put in earnest effort to be fair to game devs with licensing, etc. like others mentioned here.
by rockyj on 4/18/25, 2:39 PM
The other options include MonoGame https://monogame.net/ (Stardew Valley was written in it) and of-course the biggies like Unity or Unreal. A lot depends on how much investment in learning one wants to make, what is the feature set one is looking for, the trade-offs or platforms one wants to keep in mind and which programming language / style one want to use.
by bentt on 4/18/25, 1:10 PM
This feels similar. Sometimes you can just tell by the communications and the spirit of the language that the team has the goods.
The fact that they have such comprehensive multiplatform export right now is big. One of Godot's biggest hurdles has been console support.
My ONLY beef, from what I saw, was that it was Lua only. If it was C# I would have been more excited. But at least it's not a full C++ recompile like SOME engines. :)
by magicalhippo on 4/18/25, 10:57 AM
by nunodonato on 4/18/25, 10:55 AM
by 2mlWQbCK on 4/18/25, 6:44 PM
by Ralfp on 4/18/25, 11:00 AM
by pk-protect-ai on 4/18/25, 2:27 PM
by 383toast on 4/18/25, 2:21 PM
Purpose is just to try to get an AI to generate code with it.
by vlovich123 on 4/18/25, 11:57 AM
by landsman on 4/18/25, 10:38 AM
by LichenStone on 4/18/25, 11:35 AM
by synergy20 on 4/18/25, 2:26 PM
Teal to lua is what typescript to javascript
by imzadi on 4/18/25, 2:19 PM
by tombert on 4/18/25, 9:09 PM
by Nijikokun on 4/18/25, 5:59 PM
by James-Bennet on 4/19/25, 1:47 AM
https://vxlabs.com./2018/05/18/interactive-programming-with-... https://technomancy.us/188
by zerr on 4/18/25, 3:14 PM
by rootnod3 on 4/19/25, 5:47 PM
by aaroninsf on 4/18/25, 5:04 PM
Context:
Every time a game engine like this pops up I read through the comments noting other engines and various perspectives and criticisms (positive and negative).
I have a game-like music composition project I want to pick back up. Media-intensive with a rich isometric/2D environment, with lots of little animations, which need to be synchronized to perfectly-scheduled audio events.
I develop fully-feature prototypes in the past, most recently on iOS for iPad before there was iPadOS... but using Core libraries hit a performance wall on hardware of that era.
Question:
Who can I consult with up front to get good advice on what technology path to pursue, to realize my project?
WebGL/Webasm would be fine. Cross-platform console targets would be fine. iPadOS would be fine and best, gestures are a core part of the vision.
...and I have no idea where and how to find my way into this.
I follow some GameDev feeds and naturally what I read about is very capable application of engines/environments which are quite close to what I need, but which are (naturally) targetting game dev.
Say you wanted to sit down and make a rich visual sequencer with some DAW-like features? What's the right approach?
It's not a traditional DAW, it's much more about a rich tiled game-like UX; it's not a game, with levels, maps, and such... it's got elements of both. The audio engine needs to be DAW-level, but, synchronized to graphical elements and UX and responsive to gesture in a way that's like game-level.
Any ideas welcome. I think I have a good (layperson's) understanding of the overal architecture I need; but I don't know how my conceptual map translates into different styles of game-engine or more general media-engines.
My hunch is my "solodev" state which was a blocker before when I had no time to quit the day job and learn eg. OpenGL for iOS, is significantly ameliorated today by code assistants... iff they are familiar with <the engine/platform>
Do Claude Code etc. know Unity dev? Engines like this one? I don't know! Naive.
Haaaaalp
by vednig on 4/18/25, 3:08 PM
by amarant on 4/19/25, 6:48 AM
by bk496 on 4/19/25, 9:46 AM
by shmerl on 4/18/25, 8:11 PM
by sylware on 4/18/25, 10:30 AM
* -static-libgcc (-static-libstdc++ if c++).
* glibc ABI selection, see binutils documentation, VERSION related page, the second part of this page. This must include the glibc internal symbols. It easy to check the proper ABI with tools like readelf (the VERSION name part), which will tell you everything.
* dynamic loading with fallbacks of all system interface shared libs.
That said, it is exactly the same for the other OSes, this is all about abstraction via tables of functions.
by zenkey on 4/18/25, 10:45 AM