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GDSim » Devlog
Out of gratitude for reaching this milestone, I'd like to share that I'm hard at work on creating a development environment in the Defold engine.
I no longer think Godot 4 is the best choice for the kind of games I want to make; instead, my next project will be written in Lua and is assured to have stable physics and a fully-functional OpenGL renderer, with a pipeline customized to my needs. I've learned a lot already and have even contributed a project to the Defold community asset portal. 😀
I want to trim off as much fat as possible before moving forward with my plans. Changing engines is a new door that has opened, rather than a setback.
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GDSim
Driving simulator prototype made with Godot
Status | Prototype |
Author | Wolfe |
Genre | Simulation, Racing |
Tags | 3D, Driving, gamepad, Local multiplayer, Physics |
Languages | English |
Accessibility | Configurable controls |
More posts
- Costly 3D Mistakes to Avoid (Postmortem)Mar 09, 2024
- Tires at Rest - A Deceptive SolutionFeb 07, 2024
- Workshop VI - Brushing Up and Misc. Details (Mirror)Feb 06, 2024
- Workshop V - Start Your Engines (Mirror)Feb 06, 2024
- Workshop IV - Rays Go Round - Adding Things Up (Mirror)Feb 06, 2024
- Workshop III - Rays Go Round - Lateral Force (Mirror)Feb 06, 2024
- Workshop II - Suspending a RigidBody, Part 2 (Mirror)Feb 06, 2024
- Workshop I - Suspending a RigidBody (Mirror)Feb 06, 2024
- SERIES: Driving Simulator Workshop (Mirror)Feb 06, 2024
Comments
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that's cool but why defold? its not 3d focused.
Like a few high-profile projects that have also reconsidered choosing Godot 4, I require something more performant and stable/compatible than Godot 4.x. The "improved" engine only manages a fraction of even GDSim's performance. Features formerly present in Godot 3 regressed to being incomplete and still aren't restored.
However, Defold's 3D physics support proved too limiting.
I spent enough time away from Godot to cool off on how badly it burned me, enough to try again in Godot 3. The in-progress results in Godot 4 were so dismal -- after months of learning how to work around breaking changes & new bugs -- it was upsetting.
I'm not happy how so much time was blown on Godot 4, but the silver lining is, rewriting the project multiple times has made for better code.
I will not change engines for the project again. I like Godot 3.
that makes sense, I also considered switching to godot 3 for performance, I am not well versed with the breaking changes because my own project basically started in godot 4, anything that was a workaround felt like the norm, I will wait in anticipation for gdsim 2.