- Видео 66
- Просмотров 39 584
AntzGames
Добавлен 4 апр 2009
Hello, I create games for fun. This channel is about my journey.
Godot Engine – 2024 Showreel - 3D wins!
More than half of the selected reels are 3D.
22 out of the 39 are 3D = 56%
3D is alive and well with Godot.
31 out of the 39 are available on Steam = 79%
Godot Engine - 2024 Showreel: ruclips.net/video/n1Lon_Q2T18/видео.html
#godot4 #godot4 #3d #showreel #2024
22 out of the 39 are 3D = 56%
3D is alive and well with Godot.
31 out of the 39 are available on Steam = 79%
Godot Engine - 2024 Showreel: ruclips.net/video/n1Lon_Q2T18/видео.html
#godot4 #godot4 #3d #showreel #2024
Просмотров: 350
Видео
Godot Boat Waves (Kelvin Wake Pattern)
Просмотров 434День назад
Using compute shaders, I have made a basic speed boat demo showing a wake pattern on a water shader. This demo is based off of the Compute Texture demo from the official godot-demo-projects: github.com/godotengine/godot-demo-projects/tree/master/compute/texture #godot #godot4 #shaders #water #waves #ocean #3D
Godot Universal Settings Plugin - KEYBINDS
Просмотров 14614 дней назад
Part 2: Keybinds A versatile, renderer-aware settings screen for Godot 4.3 that seamlessly adapts across all renderers and HTML web builds. This plugin simplifies user settings management by saving and reloading configurations for graphics, audio settings, and keybinds, ensuring a consistent experience across platforms. Plugin GitHub Repository: github.com/antzGames/Godot-Universal-Settings-Plu...
Godot Universal Settings Plugin
Просмотров 53621 день назад
A versatile, renderer-aware settings screen for Godot 4.3 that seamlessly adapts across all renderers and HTML web builds. This plugin simplifies user settings management by saving and reloading configurations for graphics, audio settings, and keybinds, ensuring a consistent experience across platforms. Videos : Part 1: Graphics and Audio: ruclips.net/video/li1fdAOqewk/видео.html Part 2: Keybin...
Godot Screen Effects Projects
Просмотров 1,9 тыс.21 день назад
- three recent Godot 4.3 projects that do screen effects. GitHub projects links: 1. Godot Visual Effects (marinho): github.com/marinho/godot-visual-effects 2. Godot Screen Effects (ioannis-loulourakis): github.com/ioannis-koukourakis/godot_screen_effects 3. Godot4 Color Correction and Screen Effects (ArseniyMirniy): github.com/ArseniyMirniy/Godot-4-Color-Correction-and-Screen-Effects #godot4 #s...
Godot Vertex Animation Textures Plugin: Announcement
Просмотров 1,2 тыс.Месяц назад
A plugin that extends the MultiMeshInstance3D node to support instanced vertex animations using vertex texture data generated by the Not Unreal Tools - Vertex Animation Blender add-on, with a vertex shader inside Godot Engine. GitHub: github.com/antzGames/Godot_Vertex_Animation_Textures_Plugin #godot #godot4 #3dgraphics #3danimation #plugins #addon #addons #plugin
Skeletron 2084: Vertex animations with Godot 4.3
Просмотров 115Месяц назад
A reimagined - 3D - fan made - remake of the classic: Robotron 2084 Copyright 1982 Williams Electronics Inc. Designed by Vid Kidz: Eugene Jarvis and Larry DeMar * Art * 3D Models: Kaykit Adventure and Skeleton packs - CC0 Floor tile: Kenney Prototype Textures - CC0 Mage Bullet: Kenney's Particle Pack - CC0 Enemy Projectile: 750 Effect and FX Pixel All by Dragon Nguyen - CC BY-NC 4.0 Font: Robot...
Godot vs. libGDX: Surprising results!
Просмотров 1,3 тыс.Месяц назад
I migrated a game I made during a libGDX game jam to Godot Kotlin/JVM and found that it runs 40% faster on Godot. Godot Kotlin/JVM allows you to use the Java programming language to build games in Godot. Both versions are all written in Java. Godot Kotlin/JVM v4.3: godot-kotl.in/en/stable/ vs. libGDX 1.12.1: libgdx.com/ You can play the libGDX version of the game on your browser here: antzgames...
Godot 4.3: Vertex Animations: Part 2
Просмотров 264Месяц назад
UPDATEI I have made this solution into a plugin, and so this project still exists, but the new plugin is easier to use and support multiple animations with different frame sizes. HERE IS THE NEW PLUGIN video: ruclips.net/video/BIbEaiVOu6k/видео.html This project still works but will no longer be updated. OLD DESCRIPTION: Here are the new features: - Can support many animations (up to 8192 frame...
Godot's GridMap in libGDX
Просмотров 5622 месяца назад
I have created a solution that takes a 3D GridMap from Godot and uses it in libGDX. Play Demo in your browser: antzgames.itch.io/libgdx-gridmap WARNING: At 5:30, I meant to be talking about SHADOW ACNE, but kept on saying BIAS instead of ACNE. My apologies. This is what happens when you only capture one video take. I will try to do better in the future videos. #libgdx #godot4 #godot #java #3dgames
Using Java with Godot: Part 2
Просмотров 4992 месяца назад
How to install Godot Kotlin/JVM - This is the second video of the series showing how easy it is to use Java with Godot. If you cannot build inside of Godot, it means you have not installed a Java Development Kit (JDK) correctly on your system, which is outside the scope of this video. However, you can still build from IntelliJ given you have done that correctly too. Godot Kotlin/JVM: godot-kotl...
Godot 4.3: Vertex Animation Instancing Tutorial
Просмотров 1,1 тыс.2 месяца назад
UPDATEI I have made this solution into a plugin, and so this project still exists, but the new plugin is easier to use and support multiple animations with different frame sizes. HERE IS THE NEW PLUGIN video: ruclips.net/video/BIbEaiVOu6k/видео.html This project still works but will no longer be updated. OLD DESCRIPTION: I have updated the original Godot 3.3 vertex animation demo project to God...
Using Java with Godot: Part 1
Просмотров 1,3 тыс.2 месяца назад
Convert libGDX's 'A Simple Game' to Godot using Java. - This is the first video of the series showing how easy it is to use Java with Godot. @raeleus 'Creating a Simple Game in libGDX' video: ruclips.net/video/aipDYyh1Mlc/видео.html libGDX Java code: libgdx.com/wiki/start/a-simple-game Godot Kotlin/JVM: godot-kotl.in/en/stable/ GitHub repo coming soon! Using Java with Godot - Series Part 1 - A ...
Godot 4.3 Performance: Part 2 - Compare C++, C#, Java, GDScript
Просмотров 3,1 тыс.2 месяца назад
This video shows the relative performance of an algorithm to find all the prime numbers between 0 and 20 million. C , C#, Java, and GDScript benchmarks are compared using Godot 4.3 stable. Previous video (unlisted): ruclips.net/video/qDXomV7Ojko/видео.html My Hardware: CPU: Ryzen 5 5500 GPU: RTX 3050 8GB (original) Monitor Resolution: 3840 x 2160 (4K @ 60 Hz) RAM: 32 GB OS: Windows 11 Godot: 4....
Godot Ocean Waves
Просмотров 13 тыс.2 месяца назад
An open ocean rendering experiment in the Godot Engine utilizing the inverse Fourier transform of directional ocean-wave spectra for wave generation. A concise set of parameters is exposed, allowing for scriptable, real-time modification of wave properties to emulate a wide-variety of ocean-wave environments. github.com/2Retr0/GodotOceanWaves/ My hardware: CPU: Ryzen 5 5500 GPU: RTX 3050 8GB (o...
Why you should not use libGDX for 3D games - Part 9: Alternatives
Просмотров 3312 месяца назад
Why you should not use libGDX for 3D games - Part 9: Alternatives
Godot 3D TPS Game: Using Kotlin or Java!
Просмотров 7112 месяца назад
Godot 3D TPS Game: Using Kotlin or Java!
Yes, you can use Java or Kotlin with Godot!
Просмотров 9683 месяца назад
Yes, you can use Java or Kotlin with Godot!
Why you should not use libGDX for 3D games - Part 8: The Future
Просмотров 1663 месяца назад
Why you should not use libGDX for 3D games - Part 8: The Future
Why you should not use libGDX for 3D games - Part 7: Feedback
Просмотров 2233 месяца назад
Why you should not use libGDX for 3D games - Part 7: Feedback
Godot 2024 showreal submission video: RoBB 3D
Просмотров 1333 месяца назад
Godot 2024 showreal submission video: RoBB 3D
Why you should not use libGDX for 3D games - Part 6: Excuses
Просмотров 1593 месяца назад
Why you should not use libGDX for 3D games - Part 6: Excuses
Why you should not use libGDX for 3D games - Part 5: GWT Dumpster Fire
Просмотров 1584 месяца назад
Why you should not use libGDX for 3D games - Part 5: GWT Dumpster Fire
Why you should not use libGDX for 3D games - Part 4: Web Performance Disaster
Просмотров 2264 месяца назад
Why you should not use libGDX for 3D games - Part 4: Web Performance Disaster
Godot GLES3 vs. libGDX - FINAL GAME - side by side comparison
Просмотров 1,5 тыс.4 месяца назад
Godot GLES3 vs. libGDX - FINAL GAME - side by side comparison
Why you should not use libGDX for 3D games - Part 3: Jigsaw Puzzle
Просмотров 2424 месяца назад
Why you should not use libGDX for 3D games - Part 3: Jigsaw Puzzle
Why you should not use libGDX for 3D games - Part 2: Red Flags
Просмотров 4794 месяца назад
Why you should not use libGDX for 3D games - Part 2: Red Flags
Why you should not use libGDX for 3D games - Part 1: Tier list
Просмотров 4994 месяца назад
Why you should not use libGDX for 3D games - Part 1: Tier list
Godot 3D: Adding controllers, gamepads, and joysticks support was so easy
Просмотров 1354 месяца назад
Godot 3D: Adding controllers, gamepads, and joysticks support was so easy
great job, how can i get your demo to learn to make the effect
Check out the GitHub repo in the description. It will get you 90% of the way.
can you use java 17 with maven instead of gradle ? what about debugging in intellij ? does it work with godot editor ?
1. Like libGDX, the project uses gradle. 2. See: godot-kotl.in/en/stable/user-guide/debugging/ for how to debug in Intellij. 3. You can see your java code in the Godot Editor, but you need to develop java code in Intellij. P.S. all of the documentation is at: godot-kotl.in/en/stable/
love that! cant wait for more tutorials about java and godot!
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: ruclips.net/video/aZmeyoEIE9s/видео.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
People are creative.
Thanks for making bypass for Godot performance troubles. I have a question related to vertices and polygon count. It's stated there are limit to 8192 vertices - If I assume that mesh topology is quad-based plane, that means that n^2 vertex count derives 2*(n-1)^2 polygons. Square root of 8192 is ~90,5; so we're taking 90*90*2 = 16200 polygons at maximum. First-person games use higher polycount, usually above 20,000 polys. Do you have any thoughts how to overcome that limitation? Like I suspect there's a way to split model for smaller parts and somehow blend them, but how would you transform their space relation without using nodes? Like I'd have to split meshes anyway to allow, e.g. rotating heads without using CPU skeleton.
8192 vertices is the maximum per mesh because the vertex animation textures maximum is 8192x8192. Not all GPUs can support bigger images. If you look at Unreal Engine 5 Matrix city demo, the final LoD uses this VAT system. For closer up LoDs models, they do not use this approach. Some ideas: Reducing the poly count from 20k to 16k (i.e. get the vertex count down to 8192) should not impact your models appearance that much. The other limitation is you cannot blend animations. All animation have to be pre-baked. So as you can see, the price of performance is lack of flexibility. This solutions has its specific use cases.
Why the title says depreciated is this works or not
I made this into a plugin so its reusable as a node. I have a link to the new plugin in the description, but I will update the description better. Here is the link to the plugin: ruclips.net/video/BIbEaiVOu6k/видео.html
Looks awesome, great job!
damn! I wanted to try godot but didn't think it had java bindings. thanks!!
I love you for this ! Be blessed. (If mouse axis sensibility could be handled as well it would just be even more perfect)
this is what I exactly looking for, you are super
I love this!!
Hey there! I'm the creator of Color Correcting and Screen Effects one, and it's being actively developed with a lot of improvements every week. Basically, two things I'm still doing: Anamorphic Lens Flares and Film Grain. When they will be done, I'll make a video guide. For controls it's better to use sliders in the inspector (of a Color Rectangle node). It has shader applied and all features are Shader Parameters.
Excellent work Arseniy. Both Anamorphic Lens Flares and Film Grain will be great effects to have. Looking forward to your video.
@@AntzGames and it's done, feel free to check it out!
Are you sure about the "real" in-game performance of GDScript? ruclips.net/video/og1htFnj3_8/видео.html
Awesome! Thank you for this! This will definitely save folks a lot of time. Are there any plans to include things like changing key-bindings and mouse/controller sensitivity down the road?
If you take a look at the GitHub repository, I have documented a section about the plan to add more features, including key-binds. Check it out.
So, one thing, when it comes to development time, a good chunk of the difference between Godot and LibGDX probably has to do with the fact that your game was already developed in LibGDX, so you saved a lot of time transferring knowledge to your Godot game. You learned on LibGdx, learning is slower than doing.
I had over 13 years of Java experience when making the game in libGDX, but I had zero knowledge of GDScript. I actually did more learning on Godot than libGDX. I have completed a few NEW 3D games using Godot from SCRATCH and I can tell you that at least for me, using Godot results in 10-20x less development time per unit of game output, when compared with libGDX. Development with libGDX for 3D games is very cumbersome, lacks proper tooling, poorly documented, feature incomplete, and performs poorly when compared compared with Godot. I have a complete video series (over 2 hours of content) explaining this here: ruclips.net/p/PLQxIUTu_M7Z_5rwPRWBOjEzACH-f2_yX6
i'll be real honest, monocolor, pixelate and blur are mostly what's usable here, the rest are just screen effects that are genuinely redundant and not needed
Been testing out the plugin, and its pretty much all I've ever wanted in a settings plugin. but there are a few things that strike me as a little odd, design decisions wise/ some suggestions. 1. you cant change the resolution in fullscreen mode, that's probably because of the type of fullscreen I'd assume. but if your a player it seems a little unintuitive to switch from fullscreen to windowed just to change the resolution so its probably best to find a way to change that. 2. I've look on the repo and the video and I cant find a way to add more resolution options, while most people still play on 1080p, it would still be nice to have a 2k, and 4k resolution option. 3. since a lot of godot game's are "aesthetically" retro having downsampling options would be really cool for both developers and players. 4. thats all I would recommend, this is an excellent plugin that makes life as a gamedev much easier and these 3 suggestions would make it the best settings plugin for godot in my opinion.
Hello. Thanks for the feedback. Keep in mind this is an initial release and I made it so I can quickly get a settings screens for my game jams. Also this release's goals where to flush out bugs and gather feedback. Here are some comments on your items: 1. So this option is WINDOW RESOLUTION, so if not in window mode, its ignored. If you are looking to change the FULLSCREEN resolution, then Godot in FULLSCREEN mode only allows to change the viewport resolution which bleeds into your 3rd point. 2. You can change the resolution drop downs in code of the plugin dictionaries. This needs to be documented. But it is possible. 3. Are you talking about having the scaling modes and stretch modes as an option? Well, I do 3D games exclusively so it was not a priority. I would like to know how you see down sampling options work/look/designed. 4. Thanks for the kind words. This plugin still need a lot of work. Feel free to add an issue/feature request on the GitHub repository as you can paste images and is a better way to communicate ideas and suggestions as you discussed in item 3.
I added documentation on how to add more resolution options on the github README.md Cheers!
You are very gooooooooood ❤❤❤
Make a video on how to do build full 3d level using grid map like u have done here 🎉
This will be neat and a time saver for game jams, nice!
This is the exact use case why I made the plugin. Enjoy!
Does it works for mobile, web? Thanks!
Nice! I have some questions: First of all: If I don't want to show or allow changing an option, can I hide it instead of just disabling? Example: in my games I don't have voices, should it in that case don't just appear? Can I add custom options? Can I make a custom theme according to my game ui? How about translations? Is it friendly to the translation implementation of each developer game?
Hello. - So you can hide any of the settings by setting the proper node in the plugin visible = false using the inspector, but its not documented. - The plugin will only show the Voice audio bus if you have an audio bus called Voices. This is explained on the GitHub repo. - No you cannot add custom options unless you modify the plugin, which you are free to do. - Yes you can assign a custom theme as described in the GitHub repo. - No translation support, but you can change modify the plugin to do this if you like.
Great presentation! I don't know if you meant to, but it was well played. Finding 3 different solutions, written 3 different ways.
I was doing research for my own project and I thought I would share some findings. Thanks for watching.
Thank you for this.
Can this be used to simulate something like pivot paint un unreal for creating wind effect on godot?
No this is meant to prebake animations to make your GPU do more of the animation work, instead of using bone animations that are are mostly done on the CPU.
Does Godot has easy bluetooth gamepad connection on web?
I only tested with a wired gamepad, but I its the browser that is providing the interface to the controller so to the game, its just a controller.
Could you test for web? 3d and 2d? And/or about this test and previous comparison with c++, java, c# and gdscript… could you test against pixijs? I could create some test with some help, but a fairly test, prime numbers but also moving a sprite or loading it and removing it every now n time
So the Godot Kotlin JVM does not export to the web for now. I am working on some other non-performance related projects, so no plans short term on performance comparison videos.
Doesn't work on AMD
pretty nice tutorial, I'm a java dev which was looking how to create a videogame, this to get started It is really god, appreciate your time to do this tutorial.
pretty cool, he so hard working!
i do wander how much performance i can gain by using this addon and jolt + kotline
Beautiful, thank you for sharing. I'm gonna cross off some things on my to do list then try it out
what's the CPU usage of both framework?
I disabled Godot threads so both Godot and libGDX ran on single threads. libGDX was hitting max CPU on a single core while Godot was GPU bound and never hit max CPU on a single core. I think the reason why libGDX sucks here is that libGDX has to calculate (CPU) bone weights every frame for every 3D mesh instance, while Godot is using prebaked animations on a single mesh. Again UE, Unity, Godot have already figured out ways to pre-bake light, shadows, animations, LoD, and so much more that libGDX cannot handle advance 3D use cases, like 300 instanced skeletons. This is the truth. This is why I am not going to do any more libGDX v.s Godot videos as the only people who care are libGDXers, which is a small community, and these people get upset and defensive when they see videos showing libGDX getting it butt kicked so it is basically a lose/lose situation for everyone.
@@AntzGames Thanks bro I love your video
so do i understand correctly? the shader can only play up to two tracks and the frames are limited to 40 frames per animation, or do they need to be exactly 40 frames and u cant like do less or more?
The current shader on GitHub allows any number of animations, but ALL of them need to be 40 frames each. The total number of frames for all tracks is limited to 8192 but that should never be an issue. ******** In my recent game jam, I can now support any number of animations, each with a different number of frames. I will make a PART 3 and update the GitHub repository with this updated shader. Here is recent game jam: ruclips.net/video/zTJlpS3jQCc/видео.html
I created a Godot plugin. It allows any number of animation tracks and each track can be different sizes in terms of frames. I still need to clean it up and document it but here is a early peek: github.com/antzGames/Godot_Vertex_Animation_Textures_Plugin
thank you for discovering this! such an amazing game changer!!! especially since godot really struggles with skeletal animations. Btw how do you export multiple different animations? u did 2 animations in one file
There is also a PART 2 video: ruclips.net/video/XBm6MkOaN-A/видео.html and also I did a game JAM using this technique at: ruclips.net/video/zTJlpS3jQCc/видео.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.
Hi, I follow your videos on RUclips and I am interested in game development, how can I learn libGDX, there are not many resources and the videos are all old and about 10 years ago, you as a professional What is the best way to learn it?
I was scrambling to get this jam finished so the video quality is bad. You can barely hear my voice. I may redo this video later this weekend as I still have to clean up some stuff in my game.
brother i am targeting android (which one seems optimal) like do a test for that. I am comfortable with all the languages.
😂 Godot realistic ocean 🌊 before #GTA6
Yoooooooooo! This is amazing!
Hey there. Thanks for the tool, it will come in handy. I was just wondering if you are going to share its source code as well. I couldn't find it on your GitHub account.
Interesting video. Though as you said 80% of Godot app was written in Java. Doesn't seem fair to compare these solutions when they are not fully in the same language
Its all written in Java, and 80% of it is the original Java code is from the libGDX game. The remaining 20%, is mostly the math classes, and the rendering framework that had to change. I should have been more clear in the video.
@@AntzGames Oh I see. Thanks for clarifying
@@AntzGamesi think you might fail to optimize your libGDX game. Are you sure game is not mindlessly spawning assets? Or collision detection is effective so it does not slow everything down? It is not so obvious.
@@greenheart5334 I have way more experience optimizing libGDX games than Godot. There are very few assets. One skeleton, one mage, and all textures are in an atlas. I only spawn the instanced skeletons once and just move them at the start of a new level. The collision detection system is the EXACT same java code in both Godot and libGDX as I am using simple math to detect collisions. libGDX is just slow as the 3D engine has not been modified and/or enhanced in close to 8 years. Godot on the other hand is constantly updated/fixed/optimized. Check out ruclips.net/video/vMdqeVIcF6I/видео.html for more comparisons.
Thanks for the info. Can you please share the source code for the libgdx version of the game ? I'm looking for a simple example of how to make a 3D game in LibGDX. Thanks in advance.
I made this simple game during a 1 week game jam, so it is not pretty, and therefore its not ready to release to the public. Use this tutorial (includes source code) if you want to learn how to do 3D with libGDX: monstroussoftware.github.io/2023/11/01/Tutorial-3D-step1.html
Multithreading is way easier to implement in C# than all of those other languages because you can just use Task.Run() with async and await and then the TaskScheduler does all of the thread management for you automatically. To me that's way more important than how fast I can calculate prime numbers. Also. I dont know why C# cant be compiled to WASM in GODOT but it certainly can run in the browser when using other C# enabled platforms like UNO Platform and Unity so maybe they just havent got around to implementing it yet.
I like the C# option a lot, but it cannot do HTML builds which is a show stopper for me. If and when C# can produce HTML builds on Godot 4, I am going to switch to C# in an instant.
Yeah and for your use case that is correct. But who knows what use use case other people can have.
Are you Review or comparison with godot, jmonkey??
No plan for this.
Show the comparison on low-level hardware. Many different PCs would be even better. Testing just ONE system is pointless.
Pointless? They did all that work, and their results are pointless? Don't be so mean, please. More testing is already on the way.
I have a 2018 Linux HP laptop and a very old 2014 Mac Mini that I test on so I can cover all 3 desktop platforms. From experience the worse the hardware, the more the difference in FPS.
There are going to be many libGDX users that will be very threatened by these results. I expect some backlash, so no need to defend me.
@@AntzGames Only testing can tell. Not FPS but FPS difference between Godot and libGDX
If you watch the video the bottom line says the FPS difference between Godot and libGDX. Godot is 40% faster than libGDX in this instance based game on Windows. I also forgot that the libGDX version does not work on the Mac, so there goes 1 platform.
hmmm i will try it in redot too