Blaze 'wertercatt' Marshall@programming.dev to Godot@programming.devEnglish · 1 year agoTools for importing .unitypackage files to a new Godot projectsns.azkware.netexternal-linkmessage-square8fedilinkarrow-up1283arrow-down15file-text
arrow-up1278arrow-down1external-linkTools for importing .unitypackage files to a new Godot projectsns.azkware.netBlaze 'wertercatt' Marshall@programming.dev to Godot@programming.devEnglish · 1 year agomessage-square8fedilinkfile-text
In case you’re suddenly facing the task of porting an entire game over due to capitalist nonsense or something
minus-squareanlumo@feddit.delinkfedilinkEnglisharrow-up11arrow-down2·1 year agoPorting a game from one engine to another feels kinda ridiculous. They’re not even sharing a programming language. This is more like a restart from scratch.
minus-squareLmaydev@programming.devlinkfedilinkarrow-up15·edit-21 year agoIt depends how you structure your code. If you write your whole game an enclosed system and then integrate the game engine at the point graphics etc. are needed it’s not such a slog. But I would imagine many, maybe most, people don’t do this. They both support C# so if you wrote it separately integration shouldn’t be too hard.
minus-squareJustin Kuhn-Dennis@mastodon.sociallinkfedilinkarrow-up7·1 year ago@anlumo @wertercatt a lot of the concepts just different names so keep your original game as a reference and look up the equivalent in gdscript or c++.
minus-squareBeigeAgenda@lemmy.calinkfedilinkarrow-up6·1 year agoTrue, it really depends on how the code is structured, if the project from the beginning have been written to support multiple engines. Or more likely totally integrated with a single engine.
Porting a game from one engine to another feels kinda ridiculous. They’re not even sharing a programming language.
This is more like a restart from scratch.
It depends how you structure your code.
If you write your whole game an enclosed system and then integrate the game engine at the point graphics etc. are needed it’s not such a slog.
But I would imagine many, maybe most, people don’t do this.
They both support C# so if you wrote it separately integration shouldn’t be too hard.
@anlumo @wertercatt a lot of the concepts just different names so keep your original game as a reference and look up the equivalent in gdscript or c++.
True, it really depends on how the code is structured, if the project from the beginning have been written to support multiple engines. Or more likely totally integrated with a single engine.