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Why would you use this over say, Unity or Unreal? Seems more niche, less popular (so less assets/community libraries etc.) and less integrated into...everything
by sk0v 6y ago
Why would you use this over say, Unity or Unreal? Seems more niche, less popular (so less assets/community libraries etc.) and less integrated into...everything?
- fxtentacle 6y agoEasier to use, fewer bugs, no need for expensive paid support or engine developers on your team. When I used Unreal Engine, I found and fixed engine bugs. When I used Unity, I found engine bugs and we had to work around them with ugly hacks. When I used Defold, we shipped without ruining into any trouble. Of course, Unity and UE are much more powerful. But if you don't need that, simple is king.
- Ponk 6y agoDefold is optimized to produce small binaries, and features you don't use can be turned to to further decrease your bundle size. It also focuses a lot on providing fast iteration times. You can hot-reload changed assets onto a device while the game is running. For most asset types, you'll see the change on device in less than a second. Similarly, a Build and Run cycle from scratch for a moderately complex game project such as Blossom Blast typically takes around a minute or so, and subsequent cached builds can start in a couple of seconds. (Edit: Full disclosure, I worked on the Defold editor.)