Godot doesn't enforce any structure like game maker does. Additionally Godots default language (Gdscript) is awesome and intuitive, whereas gml doesn't really feel like a real language (argument0-15. Come on)
>Additionally Godots default language (Gdscript) is awesome and intuitive, whereas gml doesn't really feel like a real language (argument0-15. Come on)
I agree with the comparison to GML, but whether one finds Gdscript intuitive depends on one's existing background. I personally found it frustrating because I was used to C/C++, but with time I can see getting used to it. It's not a bad language by any means.
Also, both Game Maker and Godot share the problem of their scripting language being essentially a form of lock-in, since no one is going to use Gdscript anywhere else, and any code you write it in is no longer portable. Also, they use their own shader script rather than GLSL, which means your shaders aren't portable either.
Godot can support different languages (unlike Unity or Game Maker), but IIRC that requires recompiling the engine and may break the editor.
- C# : you have to download the Mono version of Godot (and install the Mono SDK)
- Any other language (Rust, Python, C++, D, etc...) : using GDNative
(- And of course you can also directly modify the engine source code in C++ if you need super low level modifications (like writing your own render engine))
I agree with the comparison to GML, but whether one finds Gdscript intuitive depends on one's existing background. I personally found it frustrating because I was used to C/C++, but with time I can see getting used to it. It's not a bad language by any means.
Also, both Game Maker and Godot share the problem of their scripting language being essentially a form of lock-in, since no one is going to use Gdscript anywhere else, and any code you write it in is no longer portable. Also, they use their own shader script rather than GLSL, which means your shaders aren't portable either.
Godot can support different languages (unlike Unity or Game Maker), but IIRC that requires recompiling the engine and may break the editor.