For all desktop platforms an embedded JRE needs to be included. For Android and iOS no embedded JRE is needed. See the Android export section at: godot-kotl.in/en/stable/user-guide/exporting/ for more information.
Godot has a lot of ECS options. Most of them integrate seamlessly with Godot's node system which are better than the ports, imo. Just do a 'ecs + godot' google/github search and you will get some examples. GECS is actively being maintained and is listed in the asset library: github.com/csprance/gecs
Your code (kotlin/java) runs in a JVM and is exported as a JAR, but you still need to package it with the Godot engine runtime and a java runtime. See: godot-kotl.in/en/stable/user-guide/exporting/ for more information.
@@AntzGames oh thats cool. i realy like your videos about not doing 3d in libgdx. i spent years on 2d libgdx game its basically just building your own engine like you said, i even reinvented in game tmx editor just to eventually save all the things in sqlite database.. :D and i would just love to just start making a game, not wasting time on every single thing like even f-cking parallaxing or animated icons or whatever or this b-s scene2d with no visual editor. however i got my game running on steam deck and i dont want to reinvent the wheel with godot. but will look into that, thank you!
So, I was talking to Frank the guy who is making this game: ua-cam.com/video/aZmeyoEIE9s/v-deo.html He and his buddy made this demo in 3.5 months with Godot, and is on steam's wish list: store.steampowered.com/app/3219160/Taverna/ I know people in libGDX that have been making a game close to 9 years. What I am saying, if you want to make a game, specifically a high quality desktop game, as fast as possible (or for the least amount of money), then please do not use libGDX. Especially if its a 3D game.
@@AntzGames fuck thats me.. its like 6 years of preproduction, making super advanced game editor for almost everything, my own solutions for rendering parallax layers with implementing vfx that of course didnt work and its all for 2d game, and just hit and miss with all the additional tools like talos that doenst work with other tools or emitters or whatever... i wrote my own python tools to integrate my workflow of moving and packaging assets from procreate through libgdx asset packers etc. to be honest i made it all work but its not making games... its making tools for game workflows :D i would love to just start making a game :D
damn!
I wanted to try godot but didn't think it had java bindings.
thanks!!
Thank you!
When do you think the tutorial on the setup is out? :)
I created a quick tutorial for you: ua-cam.com/video/9xf1ML_Khbo/v-deo.html
Looks cool, can this be used on Android without overhead ? As in, using the VM provided by the system ?
For all desktop platforms an embedded JRE needs to be included. For Android and iOS no embedded JRE is needed.
See the Android export section at: godot-kotl.in/en/stable/user-guide/exporting/ for more information.
does godot have ECS like ashley in libgdx ?
Godot has a lot of ECS options. Most of them integrate seamlessly with Godot's node system which are better than the ports, imo.
Just do a 'ecs + godot' google/github search and you will get some examples.
GECS is actively being maintained and is listed in the asset library: github.com/csprance/gecs
so can you make a normal jar out of it ?
Your code (kotlin/java) runs in a JVM and is exported as a JAR, but you still need to package it with the Godot engine runtime and a java runtime. See: godot-kotl.in/en/stable/user-guide/exporting/ for more information.
@@AntzGames oh thats cool. i realy like your videos about not doing 3d in libgdx. i spent years on 2d libgdx game its basically just building your own engine like you said, i even reinvented in game tmx editor just to eventually save all the things in sqlite database.. :D and i would just love to just start making a game, not wasting time on every single thing like even f-cking parallaxing or animated icons or whatever or this b-s scene2d with no visual editor. however i got my game running on steam deck and i dont want to reinvent the wheel with godot. but will look into that, thank you!
and also i love intellij idea
So, I was talking to Frank the guy who is making this game: ua-cam.com/video/aZmeyoEIE9s/v-deo.html
He and his buddy made this demo in 3.5 months with Godot, and is on steam's wish list: store.steampowered.com/app/3219160/Taverna/
I know people in libGDX that have been making a game close to 9 years.
What I am saying, if you want to make a game, specifically a high quality desktop game, as fast as possible (or for the least amount of money), then please do not use libGDX. Especially if its a 3D game.
@@AntzGames fuck thats me.. its like 6 years of preproduction, making super advanced game editor for almost everything, my own solutions for rendering parallax layers with implementing vfx that of course didnt work and its all for 2d game, and just hit and miss with all the additional tools like talos that doenst work with other tools or emitters or whatever... i wrote my own python tools to integrate my workflow of moving and packaging assets from procreate through libgdx asset packers etc. to be honest i made it all work but its not making games... its making tools for game workflows :D i would love to just start making a game :D