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Re:GDNative – A scripting language module for Godot by jameskilton on Friday April 14, 2017 @10:18AM (#14114579)
Unity is fake 2D (locked orthographic 3D), and while it works for plenty of people there are plenty of reports of the tools being very difficult to use.

Godot has always been first and foremost a 2D focused engine, with 3D available if you want it. It's also far smaller and completely free (MIT) so you can make any changes you want at any level.

Re:GDNative – A scripting language module for Godot by eropple on Friday April 14, 2017 @11:40AM (#14115074)
> Unity is fake 2D (locked orthographic 3D)

I don't use Unity, because throwing around vertex buffers isn't particularly difficult, but this is a pretty silly comment. Quads in an orthographic projection is what's done by literally every modern engine that's designed for any level of performance. "Fake" 2D is normal 2D in 2017.

And, uh. It's what Godot uses too.

Re:GDNative – A scripting language module for Godot by parenthephobia on Friday April 14, 2017 @11:42AM (#14115081)
It's not obvious to me what the difference between "real" and "fake" 2D is.

What is hard to do in Unity because its 2D isn't "real"?

Re:GDNative – A scripting language module for Godot by eropple on Friday April 14, 2017 @11:50AM (#14115139)
I think those were unrelated complaints. The hallowed purity of 2D is weird to me, but Unity's tooling being hard to use certainly resonates.
Re:GDNative – A scripting language module for Godot by 31h on Friday April 14, 2017 @02:49PM (#14116300)
2D is a special case of 3D. If you only want to do 2D then a 2D API is going to be simpler than a 3D API. There's a whole mess of parameters and transformations that just go away.