Skip Navigation

What game engine is the best for my laptop? and good for a total beginner?

Not sure if this goes her because im new to lemmy, but i have a snapdragon plus laptop, 16 ram, no gpu, i got this laptop recently when it was on sale for portability and because chromebooks are bad.

I want to get into gamedev and explore both 2d and 3d but im unsure what to try with my laptop as a newcomer not knowing much?

What would you suggest and why so? i need the simplest of the simple.

36 comments
  • Godot.

    Totally opensource, totally free, 2D and 3D, being actively further developed and refined all the time.

    I can develop on Godot on a Steam Deck... theoretically, you should be able to run Godot on another ... non standard pc hardware configuration? Both a Deck and a Snapdragon laptop use shared LPDDR5 RAM, as ... well Valve calls it an APU, Snapdragon calls it an NPU, basically, the CPU and GPU just literally are the same physical chip.

    Only downside I can think of is that Godot might not be 'the simplest of simple'.

    If you want... even more simple...

    ... maybe consider LÖVE / LÖVR.

    Balatro was made in the 2D only LÖVE, and LÖVR is basically the 3D version of it.

    Its all buuilt off of LuaJIT, which means its basically all coded in Lua, a bit simpler and easier to understand than the python-like GDScript of Godot, and that Lua basically just gets automagically converted into C(++?), via the built in LuaJIT compiler.

    Uh, tl:dr; LÖVE / LÖVR are probably? the simplest and easiest way to do 2D and 3D as a beginner, Godot is a bit more fleshed out, but also more complicated, both are totally open source and free to use.

  • I don't know if this is the sort of answer you're looking for (or if even all that pleasantly viable with no GPU), ~ almost certainly not what you set out looking for, in fact, but, it's the only answer springing to mind [Edit: Except also flare]:

    Pioneer Space Sim

    It's open source, actively developed, and lots of opportunity to poke around in. Although not just a game dev engine, still may be a fun educational and productive experience.

    An oddball answer for consideration on the side at least. ;)

  • My vote also goes for Godot. Godot is the "new Unity" and it has a lot of resources to help beginners get started. It is free so you can try it with no worries and take some other option if you don't like it. But if you are just starting game development there is "no wrong answer". You should just select one engine and try to finish a game with it.

  • The "simplest of the simple" for your case might be developing in Javascript with something like Phaser, ImpactJS, PixiJS or MelonJS; BabylonJS if you want to try 3D. But these are frameworks, not proper engines, so you'll be doing a lot of coding, but at least what you make should run on any browser. One interesting thing to note is that older JS libraries like Impact^[The creator of Impact went on to make Q1K3, a "demake" of Quake in 13kb of javascript, which includes textures. Reading the "post-mortem" is an amazing look into size optimization] or KiwiJS aren't necessarily "worse", their main problem will be lack of support and learning material.

    If you don't know programming, or if your skill is too low, take this opportunity to get better at it, learn to transform your idea into logical sequences that the computer understands. Learn programming, rely the least you can on external libraries and frameworks, and the engine and language become the least of your concerns, because you'll have a solid base to use any.

  • Pico 8 is pretty fun if you like pixel art. Plus lots of examples.

  • Never ever get into godot.

    It's extremely complex for a beginner and extremely amateur for an advanced game designer.

    Honestly it's a failed attempt to make a foss engine to compete with bigger non-foss game engines. Any sane game developer knows godot can't really compete with them actually.

    Many people (those who never actually attempted to work beside tutorial projects) will disagree with me cause "open source = good".

    • That sounds a little extreme

    • You mention Raylib in another comment. I can definitely see that for anyone who wants a tilemap/pixel project or small-scope 3D... but even then it's likely to involve making boilerplate stuff, unless you can lean on libraries (which makes more sense if you know exactly what you're trying to make).

      I've really only tinkered with Godot TBH, but lots of things are easy to do in the editor that would be something manual in Raylib. Considering both have bindings capability, Godot makes a lot of sense for the systems it has.

      Even with my difficulty I'm not sure what's "complex" about Godot, I would agree some systems need more work (nobody stepping up, some requests rejected for being 'too niche') but that is something else entirely. Is the "complex" part that you want a framework rather than an engine?

      Also "competing" is odd when one is free (and easy to run) while the other is trying to screw over its users. I would say it competes as much as it needs to. Any sane game developer probably isn't attempting to make a questionably-large-scope game. Especially if they can't even run the questionably-big engine on their hardware.

36 comments