LiefLayer: In the meantime just read this (from the last version of godot c#)
ConanTheBald: That's not last version of Godot. I just downloaded Godot with Mono and there's no such warning.
C# support has been since 2017, as I already said. Last year MS sponsored C# overhaul which resulted C# being faster in some operations than the built in GDScript. You might have gotten that warning if you downoaded nightly build while that overhaul was in progress last year. If you just downloaded stable version from the official site you wouldn't have gotten that warning nor any other issues.
kohlrak: That's a good sign. When using C++ do you have to use things like "extern "C"" or anything like that? That'd be another dead giveaway.
ConanTheBald: I don't use C++ with Godot so I don't know. There are extensions for C++ though.
Here's something on the topic that might help:
https://gamefromscratch.com/godot-with-c/ https://github.com/godotengine/gdnative-demos Found what i was looking for following your first link. I was right. godot's going to have a problem with C++ in the future (won't be godot's fault). Basically, it's just using the C interface.
kohlrak: The game on my todo list to make is going to require i do all that myself, 'cause these engines won't have the features I actually need. Dealing with the path finding is one of those reasons i'm sitting here playing tames and talking on the forums rather than completing the project, so i get where you're coming from. I have a few ideas that could work.
I regularly get away from the project and enjoy life so I wouldn't stress out too much. This means playing games, hangin out in some forums and daily walk in nature. I also use tricks and make compromises to make my life easier. For example, I have all civilian units pass right through each other so they wouldn't have to re-calculate every time someone crosses their path or when they come to close proximity of one another.
I don't have that luxury with my project, unfortunately: everything goes through everything. I'm still thinking up the algorithms, though.
My goal is not to force Godot on others. I have used it myself only for couple of years now. By any means it's not a perfect engine. At least not for everyone.
I'm not an expert on game engines. I have tried some but flight & space simulations aren't my cup of tea really.
Gimbal Lock is where if you lkook or move in a certain axis you get locked do it unable to escape. IT happens as a result of sequential rotations per axis.
While general purpose engines can be useful for most developers, I think engines that target niche genres could serve that market better. It's like with Swiss army knife, it can do all sort of things but the question is - how well? Then again, in many situations you don't need super special tools for everything and just need the job done. Other approach would be to be able to turn off features that aren't being used, like Godot for example. Godot can handle 3D pretty well but it depends on the scale. Godot has it's limits. You could use tricks to bypass these limits but would you want to? Another thing is that Godot isn't really a AAA engine. Then again, neither is Unity. For 3D (especially with large scale) I'd use engine that is well optimised for 3D, like Unreal. Only thing with Unreal is that people say v5 isn't as good and optimised yet as v4. Apparently there are huge performance differences even when loading the exact same scenes. Which means I'd stick with Unreal 4 for now. It also depends how long your current project takes, so maybe once you finish with that, Unreal 5 could be mature by then.
Wirth's Law is a huge problem, these days, and all these engines are suffering from it, even the "AAA Engines."
Another thing to consider is what are exactly your ideas and your level of coding skills (that seem to bypass mine by far). You could get away even with 2D by faking 3D like they did it in the old days. Or if you're comfortable, you could use some libraries, frameworks or create your own engine. There are many things to consider when choosing a game engine so I can only make guesses. Here's a list of different game engines.
Thank you for the list. Most of my experience is outside of game development itself, so I think if you take your time analyze some of the things and ask yourself "how the hell does this work?" you'll find some interesting answers. I used to think path finding was hard, but in reality it's usually just chuking outthe world and checking all possible paths for collisions then figuring out which one is shortest.
dtgreene: I might prefer to optimize my game for llvmpipe, or for the Raspberry Pi, which would be a good way to ensure that lower end modern systems would be able to handle it, instead of optimizing for the latest and greatest.
Not a bad idea, but not always true. Think of SSE on x86 for example. If you only plan on supporting x86, aiming for highest SSE support will make the game run way faster on the hardware that supports it, becaue those instructions can be taken advantage of, where as if you aim for the FPU, it'll take a performance hit because FPU code is incompatible with SSE. A simpler (but silly) example would be x86's bswap instruction: x86 has it as a single instruction, while other CPUs need manual amanipulation of the data on the byte level, which will require 3 operations for 2 bytes, 5 operations for 4 bytes, 9 operations for 8 bytes, and so forth, while it's always 1 for x86 if you take advantage of the present instruction.
The problem is that often a special purpose engine, like RPG Maker, will have its own notions of how the game should play, and those might be at odds with the game the developer wants to make.
For example, Rxcovery, a SaGa-like game made with RPG Maker, had to override many of the game mechanics. Although there's no XP based leveling (you gain stats after battle SaGa-style), there's still a level (always 1) shown in the save/load screen. Furthermore, the game shows your current HP between battles, despite the fact that you always recover all HP after battle. Also, the developers weren't able to get mid-battle technique sparking to work.
As he said, RPG maker is too niche. It's nice, though, for people who don't want to learn coding (which is probably the majority of RPG maker users), since RPGs are pretty easy to make your own engine for (collisions, graphics, controls, maybe pathfinding if you're doing things the "Tales Of way" with overworld enemies instead of random encounters).
That said, there are niche engines for those other RPG types.
Like here (though this one won't meet your standards).