this post was submitted on 14 Sep 2023
292 points (98.3% liked)

Godot

5915 readers
24 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
 

In case you're suddenly facing the task of porting an entire game over due to capitalist nonsense or something

all 10 comments
sorted by: hot top controversial new old
[–] BeigeAgenda@lemmy.ca 36 points 1 year ago (1 children)

Thanks Unity for indirectly pushing for open source software.

[–] bingbong@lemmy.dbzer0.com 16 points 1 year ago

Reddit 🀝 Unity

indirectly pushing for open source software

[–] anlumo@feddit.de 11 points 1 year ago (3 children)

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.

[–] Lmaydev@programming.dev 17 points 1 year ago* (last edited 1 year ago) (1 children)

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.

I was able to port over several of my demo projects quickly because I originally wrote C# console applications and then refactored as I went when bringing it into a Unity project. I find this approach is actually easier for structure, as it decouples my code from the engine except for places where it's absolutely necessary. I didn't build it like this with the intention of moving over, but it made more sense to write my own logic for my own objects rather than make a game with a shit load of the bloated GameObjects Unity offers.

Swapping over to Godot was a breeze, all I had to do was learn the Godot specific calls for mostly the same stuff and plug and play. Super easy

[–] justinkd@mastodon.social 8 points 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++.

[–] BeigeAgenda@lemmy.ca 6 points 1 year ago

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.

[–] csolisr@communities.azkware.net 8 points 1 year ago (1 children)

Original poster of the linked message here, let me share the links for your convenience:

https://github.com/barcoderdev/unitypackage_godot

https://github.com/V-Sekai/unidot_importer