Bad Sector
Arcane
- Joined
- Mar 25, 2012
- Messages
- 2,334
Thing I like about Unity is you can put anything under a "GameObject" item in the hierarchy and manipulate it as a whole. Like say, you wanna move the GameObject, all you have to do is just use the transform.translate command. I'm not sure if the other game engines do this as well.
Hierarchical transformations are kinda standard in engines, though how they're set up depends on each engine. But it is how you get, e.g., a gun attached to a model's hand. Some engines have the world itself be a hierarchy and use that for transformations while others separate the scene hierarchy from the world organization and require explicitly mentioning any transformation relationships. Each have their pros and cons, e.g. with the former you can simply put a ball node under a box node to have the ball move together with the box but then the ball is also "owned" by the box whereas in the latter you can have the ball and the box at the same level of ownership (both owned by the world or layer or whatever) and you specify that the ball has the box as its transformation parent so that moving the box also moves the ball. The end result is the same, but i think the latter is more flexible as it separates ownership from transformation.
How's Godot for 3D?
They have this image at their github:
So i guess unless your game needs more advanced 3D than that, it'll be fine (the shot seems to lack shadows but i've seen shadows in Godot screenshots elsewhere, perhaps this is for mobile phones since i notice a GLES3 at the top right corner which is what mobiles tend to use).