![]() The wild card here is multiple players, not scenery. I also have a very good feel for the amount of objects that will be visible in the game. So, for example, I have a feel for how little resources it takes to render a solid sphere with a glut call. To clarify that a bit, I'm not completely naive about these matters because I built a playable 3D game client that ran, unaccelerated, on cheap PC's from about 1999. However, as someone who once built a 3D client in C and OpenGL with algorithmically generated objects, I'm confident that this is only a small risk. The concern I referred to above was about 3D rendering performance being less optimized than the big engines. Part of the reason I chose Godot is because I think I'll be able to wrap my head about it faster than one of the mega-engines. If, for some reason, I find that I can't use Godot, by then I'll know why. (I realize that Unreal also supplies source code so this doesn't apply there.) It won't have to be done in a game script as would be necessary in a binary-only game engine. However, I should have plenty of flexibility in how I implement this in Godot. As far as I know, none of the game engines can support this directly, although the C# scripting of Unity and C++ in Unreal will also allow a custom solution. My game is multiplayer (1000 CCP per realm) and I will be using custom networking to connect to my authoritative server. However, my rendering requirements are lighter than most since my game is set in space. My game is 3D, possibly not the strongest point of Godot, atm. Convenience: Godot was deliberately built with an operational consistency with Blender, my 3D modeling tool.I've got my project down to only one tool that requires Windows - and that will be a short-term, stand-alone subset of the project. Linux Editor: This is important to me.I will have access to the source code should I need it, and perhaps I'll have a better chance to figure out what I need to do than with, say, the Unreal Engine. Learning: I think it will be easier to learn engine architecture, as you mention, with a simpler engine.I'm using Godot for several reasons, mostly. Then, when the AAA game engine world changed last week, I wavered momentarily, but am again firm in my decision. I decided to use the Godot Game Engine 12 days ago.
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