Ponk
Re:Defold game engine source now available and free to use for commerc...
on Tuesday May 19, 2020 @07:02AM (#23233512)
To clarify, the Defold Editor is written in Clojure, whereas the runtime component is written in a carefully selected subset of C++ in order to keep executable sizes small and compile times fast.
You can write game-specific extensions to the runtime in C++ if your game requires it, but most games are authored in just Lua.
Edit: Typo.
Re:Defold game engine source now available and free to use for commerc...
on Tuesday May 19, 2020 @06:36AM (#23233363)
Defold is optimized to produce small binaries, and features you don't use can be turned to to further decrease your bundle size.
It also focuses a lot on providing fast iteration times. You can hot-reload changed assets onto a device while the game is running. For most asset types, you'll see the change on device in less than a second. Similarly, a Build and Run cycle from scratch for a moderately complex game project such as Blossom Blast typically takes around a minute or so, and subsequent cached builds can start in a couple of seconds.
(Edit: Full disclosure, I worked on the Defold editor.)