Original tags were: gamedev, gamemaker, godot, rant
So I’ve been tinkering away at my 3d framework for Gamemaker on and off for like, 4 years or so, slowly adding new features to it over time as I needed them as I used it for different projects. I initially started writing it for two reasons:
- GM’s support for 3D is very basic so for anything more complicated than throwing vertex buffers at the GPU I’d need to roll it myself, which is a great learning opportunity!
- I really disliked unity. I’ve been using GM for many years and I’m quite fast with it compared to how tedious I find unity.
Performance is now hugely improved! Rigs now interpolate from samples instead of recalculating each frame! Shout out to @TheSnidr's incredible SMF system which also uses the same technique, as without it as an inspiration I don't think I could've managed this! #gamemakerstudio2 pic.twitter.com/zAcXPmHbXG
— Flatgub (@Flatgub) May 13, 2021
However as nice as it to write your own tools and actually use them, I’m finding myself more and more wishing that I could use things most other engines offer out of the box without needing to spend months learning about it first. Sometimes I just want shadow casting or collision handling for arbitrary meshes or FBX support an actual 3D room editor or raycasting against anything other than AABBs. I think working on my ld52 submission was sort of the nail in the coffin for my patience in relying only on what I could achieve in GM.
I’m now at a sort of difficult decision though, because on one hand, a big part of me wants to go learn Godot, I’ve experimented with it a little and I found it was less painful than Unity, enough that I’m curious about pursuing it further. But on the other hand, I feel like if I jump ship now all the effort on making 3D easier for myself in GM has kind of been a waste?
“I’ve put in this much time and effort into GM, I really should just stick with it” is basically the one thing stopping me fleeing to greener pastures »;