Godot is really growing right now, and that is likely because they are working towards the future. For example, they are well underway on adding Vulkan support. Here, there is almost nobody trying to move that far forward. I’m not complaining, but maybe we could use them as an example…
If they can do it, why can’t we?
Yes I did, I’m just saying, we don’t have near as many people to help Ricc out, and they have lots of people dedicated to single projects. And they are community-based just like us, having a lot of dedicated members is not something that we can’t pull off.
Well in my team’s case it was not Vulkan or any fancy stuff, but simply the fact that it’s a free open source game engine with a working sdk where a lot of the stuff can be done graphically instead of having to write it in the code. In the past Ludum Dares, somehow not even having a JME sdk developer (me) on the team was enough to get the sdk up and running on some machines we used.
JME’s “everything in code” approach can be very flexible, especially for procedurally generated games, but in Ludum Dares, speed of development is the priority. And well, due to more people working on it, Godot has some nice features that JME doesn’t, but that’s beside the point.
jMonkey seemed to work fine when the core team worked on the SDK, it works fine now too, but since they stopped working on sdk, its fallen into a pit, that’s why I hope Jayfella is successful with his plugin based dev system.
And again I’m not complaining, I’m just taking data