<story><title>Godot Engine open sourced</title><url>http://www.godotengine.org/wp/</url></story><parent_chain><item><author>SomeCallMeTim</author><text>I get frustrated with people who think they can and should rewrite the scripting language.&lt;p&gt;&amp;gt;I&amp;#x27;m more interested in how those layers could be used with my own engine than theirs itself.&lt;p&gt;You and me both. Also looking at Proton [1] and Allegro [2] for similar reasons. And just came across a Blackberry-backed engine [3] which looks interesting (and also Lua-driven).&lt;p&gt;I actually have my OWN game engine (based on LuaJIT, thank you ;) that already targets Windows, Android, and iOS, but I&amp;#x27;d like to rip out the platform layer and replace it with something that someone &lt;i&gt;else&lt;/i&gt; is maintaining. I mean, it &lt;i&gt;works&lt;/i&gt; now, but leveraging open source and other developers&amp;#x27; efforts would be much better.&lt;p&gt;I&amp;#x27;ve considered just using SDL 2.0 and calling it good, but I&amp;#x27;m tempted to pick up some of the higher-level functionality some of these other engines offer.&lt;p&gt;None offer &lt;i&gt;all&lt;/i&gt; the features I want, unfortunately. One of the big features they mostly miss is &lt;i&gt;really&lt;/i&gt; good script&amp;#x2F;C++ cross-functionality. Aside from that, there are typically one or two other things that make me want to avoid them.&lt;p&gt;[1] &lt;a href=&quot;http://www.rtsoft.com/wiki/doku.php?id=proton&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.rtsoft.com&amp;#x2F;wiki&amp;#x2F;doku.php?id=proton&lt;/a&gt;&lt;p&gt;[2] &lt;a href=&quot;http://alleg.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;alleg.sourceforge.net&amp;#x2F;&lt;/a&gt;&lt;p&gt;[3] &lt;a href=&quot;http://www.gameplay3d.org/&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.gameplay3d.org&amp;#x2F;&lt;/a&gt;</text></item><item><author>eropple</author><text>It looks pretty neat. I&amp;#x27;m leery about their custom scripting language, but it at least sounds pretty bulletproofed. I&amp;#x27;m interested in how much (if any) of the lower layers of their system are separated out from the higher ones; I&amp;#x27;m more interested in how those layers could be used with my own engine than theirs itself.</text></item><item><author>chipsy</author><text>The site is totally hammered right now but I managed to grab a copy and get a feel for what&amp;#x27;s in this. There&amp;#x27;s some truly exciting stuff to comb through since it&amp;#x27;s a well-used engine with a lot of history, not someone&amp;#x27;s hobby hack.&lt;p&gt;What I&amp;#x27;ve seen so far:&lt;p&gt;A custom scripting language(GDScript) which is roughly Python-esque. The wiki explains that after trying the other common choices(Lua, Squirrel, Angelscript) over a period of years, they rolled their own solution that could be more closely integrated to the engine.&lt;p&gt;An in-editor help, it has some API docs.&lt;p&gt;Classes for GUI controls, including layout containers.&lt;p&gt;A fairly rich audio API, including positional audio, streamed audio, common sample playback controls(pan, volume, pitch, looping), and some effects(reverb, chorus, frequency filter).&lt;p&gt;Some networking functionality, including HTTP, TCP, and UDP(unclear?) mechanisms.&lt;p&gt;Keyboard, joystick, mouse, and touchscreen input classes.&lt;p&gt;And of course lots of rendering and physics-related stuff, including various shapes, cameras, meshes, sprites, animation, tilemaps, texture atlasing, internationalized fonts, particle systems, and multiple viewports.</text></item></parent_chain><comment><author>sitkack</author><text>I am no expert but, I&amp;#x27;d retarget your platform specific stuff to SDL. AFAIK Emscripten has SDL1 support and SDL2 support is on the way. This would enable your engine to target HTML5 robustly with Emscripten via lua and sdl. Most of your graphics primitives should already be targeting OpenGL ES 2.&lt;p&gt;&lt;a href=&quot;http://www.infoq.com/news/2013/05/lua-vm-javascript&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.infoq.com&amp;#x2F;news&amp;#x2F;2013&amp;#x2F;05&amp;#x2F;lua-vm-javascript&lt;/a&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/kripken/emscripten/issues/457&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;github.com&amp;#x2F;kripken&amp;#x2F;emscripten&amp;#x2F;issues&amp;#x2F;457&lt;/a&gt;&lt;p&gt;&lt;a href=&quot;https://github.com/kripken/emscripten/wiki/Roadmap&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;github.com&amp;#x2F;kripken&amp;#x2F;emscripten&amp;#x2F;wiki&amp;#x2F;Roadmap&lt;/a&gt;&lt;p&gt;Is your engine open source? I anticipate a JS backend to LuaJIT in the not-too-far future.</text></comment>
<story><title>Godot Engine open sourced</title><url>http://www.godotengine.org/wp/</url></story><parent_chain><item><author>SomeCallMeTim</author><text>I get frustrated with people who think they can and should rewrite the scripting language.&lt;p&gt;&amp;gt;I&amp;#x27;m more interested in how those layers could be used with my own engine than theirs itself.&lt;p&gt;You and me both. Also looking at Proton [1] and Allegro [2] for similar reasons. And just came across a Blackberry-backed engine [3] which looks interesting (and also Lua-driven).&lt;p&gt;I actually have my OWN game engine (based on LuaJIT, thank you ;) that already targets Windows, Android, and iOS, but I&amp;#x27;d like to rip out the platform layer and replace it with something that someone &lt;i&gt;else&lt;/i&gt; is maintaining. I mean, it &lt;i&gt;works&lt;/i&gt; now, but leveraging open source and other developers&amp;#x27; efforts would be much better.&lt;p&gt;I&amp;#x27;ve considered just using SDL 2.0 and calling it good, but I&amp;#x27;m tempted to pick up some of the higher-level functionality some of these other engines offer.&lt;p&gt;None offer &lt;i&gt;all&lt;/i&gt; the features I want, unfortunately. One of the big features they mostly miss is &lt;i&gt;really&lt;/i&gt; good script&amp;#x2F;C++ cross-functionality. Aside from that, there are typically one or two other things that make me want to avoid them.&lt;p&gt;[1] &lt;a href=&quot;http://www.rtsoft.com/wiki/doku.php?id=proton&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.rtsoft.com&amp;#x2F;wiki&amp;#x2F;doku.php?id=proton&lt;/a&gt;&lt;p&gt;[2] &lt;a href=&quot;http://alleg.sourceforge.net/&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;alleg.sourceforge.net&amp;#x2F;&lt;/a&gt;&lt;p&gt;[3] &lt;a href=&quot;http://www.gameplay3d.org/&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.gameplay3d.org&amp;#x2F;&lt;/a&gt;</text></item><item><author>eropple</author><text>It looks pretty neat. I&amp;#x27;m leery about their custom scripting language, but it at least sounds pretty bulletproofed. I&amp;#x27;m interested in how much (if any) of the lower layers of their system are separated out from the higher ones; I&amp;#x27;m more interested in how those layers could be used with my own engine than theirs itself.</text></item><item><author>chipsy</author><text>The site is totally hammered right now but I managed to grab a copy and get a feel for what&amp;#x27;s in this. There&amp;#x27;s some truly exciting stuff to comb through since it&amp;#x27;s a well-used engine with a lot of history, not someone&amp;#x27;s hobby hack.&lt;p&gt;What I&amp;#x27;ve seen so far:&lt;p&gt;A custom scripting language(GDScript) which is roughly Python-esque. The wiki explains that after trying the other common choices(Lua, Squirrel, Angelscript) over a period of years, they rolled their own solution that could be more closely integrated to the engine.&lt;p&gt;An in-editor help, it has some API docs.&lt;p&gt;Classes for GUI controls, including layout containers.&lt;p&gt;A fairly rich audio API, including positional audio, streamed audio, common sample playback controls(pan, volume, pitch, looping), and some effects(reverb, chorus, frequency filter).&lt;p&gt;Some networking functionality, including HTTP, TCP, and UDP(unclear?) mechanisms.&lt;p&gt;Keyboard, joystick, mouse, and touchscreen input classes.&lt;p&gt;And of course lots of rendering and physics-related stuff, including various shapes, cameras, meshes, sprites, animation, tilemaps, texture atlasing, internationalized fonts, particle systems, and multiple viewports.</text></item></parent_chain><comment><author>eropple</author><text>Allegro is pretty janky, in my experience. I haven&amp;#x27;t tried Proton, thanks for the pointer.&lt;p&gt;I use AngelScript, because the C++ interop is about as good as it gets. Chaiscript isn&amp;#x27;t bad, but its lack of coherent community scared me off.</text></comment>