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Comparing game development using C and SDL vs. Godot vs. Web

A post comparing and contrasting game development using C and SDL, Godot, and a pure web approach, from a cross-platform perspective.

Rob Helmer

Rob Helmer

1/20/2025 · 3 min read

Tags: games c sdl godot web typescript reversi


Reversi board

Introduction

Rocket Reversi, a digital version of the classic board game, is a perfect candidate for exploring three distinct game development approaches:

  • C and SDL for traditional desktop applications
  • Godot for a modern game engine experience
  • Pure Web (TypeScript) for browser-first games.

This post will examine the strengths and weaknesses of each approach from a cross-platform perspective, focusing on development experience, performance, maintainability, portability, and metrics like size and loading time, which are crucial for web conversion rates. Gameplay videos embedded for each approach will showcase the differences in action.


The Game: Rocket Reversi

Rocket Reversi is a simple board game featuring:

  • A game board implemented as an 8x8 grid
  • Two players (human or AI)
  • A basic AI opponent with game state evaluation
  • Minimal animations and sound effects

This consistent scope makes it ideal for comparing development methods.


Approach 1: C and SDL

Development Experience

  • Setup: Requires installing SDL libraries and setting up a build environment.
  • Code Complexity: Manual management of game state, rendering, and input.
  • Tooling: Debugging tools like GDB are powerful but less intuitive than visual IDEs.

Performance

  • High performance due to low-level control.
  • Minimal runtime overhead.

Size and Loading Time

  • Binary size is compact (~1-2 MB depending on assets).
  • Instant startup for desktop platforms.

Maintainability

  • Code can become unwieldy without disciplined architecture.
  • Limited portability to non-desktop platforms (e.g., mobile or web).

Portability

  • Cross-compiling for Windows, macOS, and Linux requires additional configuration.
  • Limited browser support (requires Emscripten).

Gameplay Video


Approach 2: Godot

Development Experience

  • Setup: Easy installation with precompiled binaries.
  • Code Complexity: High-level scripting with GDScript simplifies game logic.
  • Tooling: Integrated scene editor and debugging tools make iteration fast.

Performance

  • Engine overhead can slightly impact performance compared to SDL.
  • Suitable for most casual games, including Rocket Reversi.

Size and Loading Time

  • Exported builds range from 10-50 MB depending on platform.
  • Fast loading times for desktop, slower for web exports.

Maintainability

  • Modular scene system and scripting languages promote clean code.
  • Strong community support and extensive documentation.

Portability

  • Export tools support desktop, mobile, and web platforms with minimal effort.

Gameplay Video


Approach 3: Pure Web (TypeScript)

Development Experience

  • Setup: Simple with modern web frameworks and tools.
  • Code Complexity: Frameworks like React, Svelte, Astro, etc. simplify rendering and input.
  • Tooling: Excellent debugging tools in modern browsers.

Performance

  • Performance depends on browser JavaScript engines.
  • Sufficient for Rocket Reversi but less optimal for high-performance games.

Size and Loading Time

  • Highly optimized builds can be under 1 MB.
  • Fast loading and execution in modern browsers.

Maintainability

  • Code can grow complex without good structure.
  • Easier to find developers with web experience.

Portability

  • Instant cross-platform compatibility for any device with a web browser.
  • Progressive Web App (PWA) support for mobile-like experiences.

Gameplay Video


Summary Comparison

AspectC and SDLGodotPure Web
Ease of SetupModerateEasyEasy
PerformanceHighMediumMedium
SizeMedium (~1-2 MB)Large (~10-50 MB)Small (< 1 MB)
Loading TimeFastSlowInstant
MaintainabilityModerateHighMedium
PortabilityModerateHighMedium
Community/SupportModerateHighHigh

Conclusion

Choosing the right approach depends on your priorities:

  • Opt for C and SDL if performance and low-level control are critical.
  • Use Godot for ease of use, maintainability, and broad platform support.
  • Pick Pure Web for browser-first experiences and effortless distribution.

Rocket Reversi demonstrates how each method has its trade-offs, and understanding these can help you make better decisions for your next game project.

You can play the live version of Rocket Reversi now at Stellar Whiskers Games!


What’s Your Take?

Have you tried developing a game using these methods? Share your experiences and insights in the comments!