[HN Gopher] Godot 4 Release Candidate 1
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       Godot 4 Release Candidate 1
        
       Author : kagbor
       Score  : 142 points
       Date   : 2023-02-08 15:21 UTC (7 hours ago)
        
 (HTM) web link (godotengine.org)
 (TXT) w3m dump (godotengine.org)
        
       | Mountain_Skies wrote:
       | Really impressed that they're supporting dotnet six and are in
       | active testing of their support of dotnet seven. IIRC, Unity is
       | currently supporting dotnet three.
        
       | loufe wrote:
       | Just started a game project with some friends in Godot 3 in
       | December. Already see some things (Await comes to mind) that
       | would've been great had we opted for 4. Still, it's hard to sign
       | on to an unsettled technology for our first ever game. Who knows,
       | maybe we'll consider upgrading if it looks manageable.
        
       | cmdrk wrote:
       | Super exciting that the wait is almost over.
       | 
       | Now I can finally go rebase all of my plugins against the new
       | GDScript now that it's stabilized a bit. Seems there were a
       | number of small but breaking changes between the beta releases.
       | Overall the betas have been fairly pleasant to use.
       | 
       | Hoping that the Godot team will consider producing double
       | precision binaries now that we're closer to release. It's a small
       | pain to have to build from source and divine the right flags etc.
        
       | capableweb wrote:
       | This mostly contains a bunch of fixes or QoL improvements, and
       | might not be easy to get into if you don't know the linked issues
       | already.
       | 
       | A better introduction to Godot 4 might be the following blog
       | post: https://godotengine.org/article/dev-snapshot-
       | godot-4-0-beta-...
       | 
       | Has pretty pictures and everything too.
        
         | imtringued wrote:
         | I started a very simple simulator in Godot and I don't want to
         | reimplement everything in GDscript or use a library. So I put
         | it on hold for Godot 4 because of the navigation improvements.
        
       | hitpointdrew wrote:
       | Really exiting, I love Godot and have been using the beta
       | releases. I just really hope they fixed the bug where you cannot
       | rename nodes if you running KDE Plasma Wayland (first in beta 15
       | and I believe exits through beta 17).
        
       | yalue wrote:
       | As much as I'm looking forward to 4, has GDExtension been
       | stabilized / documented yet? I know there's the existing C++
       | example [1], but I really, really don't want to jump through a
       | scons & C++ project simply to call a single native function in a
       | DLL. You can do such a thing with GDNative, and I presume that it
       | is possible in GDExtension as well, though it isn't obvious how
       | to do so. This strikes me as a huge barrier to adoption, since
       | GDNative is one of the big things that will be incompatible with
       | 4.
       | 
       | [1] In the godot-cpp library:
       | https://github.com/godotengine/godot-cpp
        
         | TheDesolate0 wrote:
         | [dead]
        
         | milliams wrote:
         | There's an ongoing discussion at [1, 2] which highlights an
         | important difference between GDNative and GDExtension in terms
         | of what the developers expect them to be used for. A lot of
         | people were using GDNative as a way of writing game logic in
         | other programming languages (particularly I've seen this with
         | Rust), but GDExtension seems to be designed to allow people to
         | write _editor plugins_ (e.g. things like a voxel node type, or
         | a custom GUI tool). Each pligin currently seems to provide a
         | custom Node in its own right, not the ability to hook into
         | existing nodes.
         | 
         | This is why at the moment, you cannot live-reload a compiled
         | GDExtension library, as the assumption is that it's a product
         | that being provided to the user of the editor, not something
         | which the game developer is directly creating.
         | 
         | I think there might be some mechanisms/hooks to allow this to
         | work as wanted, but it has to work quite differently.
         | 
         | [1] https://github.com/godotengine/godot-proposals/issues/4437
         | [2] https://github.com/godotengine/godot/issues/66231
        
           | iFire wrote:
           | Faolan-Rad and I (fire) are working in that area
           | https://github.com/godotengine/godot/pull/72883 "LibGodot is
           | a system to allows Godot to be compiled as a library and
           | connected into it using GDExtensions by giving a function
           | pointer to the entry point of a GDExtension implementation"
        
           | yalue wrote:
           | Yes, I was in the first category of people, where I am using
           | GDNative to ultimately call a single function written in Go,
           | not due to speed, but simply in order to leverage a huge
           | amount of code I had already written in that language.
           | Judging by the GDExtension headers, I can probably pull off
           | something similar if I forgo all of the C++ bindings that I
           | don't need. However, I am hesitant to dedicate any time to
           | doing so at the moment.
           | 
           | Don't get me wrong, GDExtension seems awesome, but it's also
           | true that it doesn't seem geared towards the case that I was
           | using GDNative for.
        
         | giancarlostoro wrote:
         | I've seen on their Discord where before they release the next
         | version they call upon the community to help document all the
         | new features before release if I remember correctly. Maybe a
         | good issue to bring up before it gets looked over.
        
       | lazypenguin wrote:
       | Congratulations to the Godot team for reaching this milestone. As
       | someone who leads a team working on a game project using an old,
       | custom engine we have a quiet desire to switch to a different
       | engine. There is a temptation to consider investing in Godot over
       | one of the other tried and true engines due to its leanness and
       | open source nature but still feels like a gamble for a 3D
       | project. I wish there were more people talking about their
       | experience with Godot beyond a hobby level.
        
         | TheMagicHorsey wrote:
         | I feel the same way. Godot has made amazing progress ... both
         | in the engine and in the community. But it's still "very early"
         | in terms of adoption for big commercial teams. Having said
         | that, depending on the genre of game your team is making, it
         | could very well be a good choice. Perhaps not for a AAA 3D
         | title ... but for other genres where having cutting edge
         | visuals isn't the most relevant part of the content.
         | 
         | I for one am hoping there's a Rust-based engine on the horizon
         | in the next 5 years (Bevy perhaps?)
        
         | cptcobalt wrote:
         | > As someone who leads a team working on a game project using
         | an old, custom engine we have a quiet desire to switch to a
         | different engine.
         | 
         | Curious about the reasoning behind this? Has your engine had
         | good technical leadership, or is it tacked together based on
         | need? (If I were starting a studio today, I'd strongly prefer
         | build an engine for our teams from the ground up, but that's
         | certainly counter to the intuition of most, and likely
         | inadvisable.)
         | 
         | As a builder on the team of one of the largest deployed Godot
         | projects, it is certainly effective and I'm incredibly glad
         | exists--I am very happy to use it, but it's not without its
         | pain points. I rate it significantly better than Unity, a fair
         | bit worse than Unreal (but ), open source is a major benefit
         | (we have our own modifications), and there are some peculiar
         | maintainer/code/project decisions...but we can deal with it.
         | All that said, we'll probably never be able to upgrade to Godot
         | 4, but Godot 4 looks damn good.
        
           | lazypenguin wrote:
           | Ultimately we probably won't switch but our game runs on a 20
           | year old engine that has had no updates in all that time.
           | Directx9, no pixel shaders, poor performance, custom formats,
           | windows only and no interoperability with modern formats. We
           | don't have any graphics or engine specialists on the team so
           | upgrades on that front are challenging. However all of these
           | can be overcome the biggest enticement is the editor
           | platform. Our current tooling system is dire and making good
           | tooling is such a time sink. Being able to build tools within
           | another platform is inticing while also getting other
           | advantages such as cross platform deploy, asset imports, UI
           | framework, etc. is tempting. The grass is always greener!
        
         | badsectoracula wrote:
         | > As someone who leads a team working on a game project using
         | an old, custom engine we have a quiet desire to switch to a
         | different engine
         | 
         | I'd be careful with this and make sure that if you do try a
         | switch, you'd keep the existing tech alive. I've worked on a
         | bunch of game projects in different companies and in pretty
         | much every single one of them, both custom and external
         | engines, people wanted to use something else.
         | 
         | One of my favorite jokes was that the biggest feature UE brings
         | is that you get to blame Tim Sweeney when something goes wrong
         | instead of the engine CTO :-P.
        
         | lynndotpy wrote:
         | I used Godot 2 a few years back to make a demo of an
         | (interactive, non-videogame) system when interning for a
         | government contractor.
         | 
         | They loved the demo, but management felt uneasy about moving
         | forward with an open-source engine with no support guarantees.
         | 
         | So they decided to go with a proprietary commercial game engine
         | with a license compatible with our work.
         | 
         | All I know now is that proprietary engine is dead now and Godot
         | isn't.
        
       | EamonnMR wrote:
       | Sweet, time to update my project from Beta to RC. The changes to
       | GDscript have been awesome. I'll be digging into more of the
       | network changes next.
        
       | mortenjorck wrote:
       | On a scale of 1 (Inkscape vs. Illustrator) to 10 (Blender vs.
       | Cinema4D), where would people say Godot vs. Unity is right now?
        
         | ecshafer wrote:
         | If I were making a 2d only game and didn't care about consoles,
         | 10. Godot > unity | unreal. 3d games, Unreal is still the king
         | imo. Maybe Godot 4 will change this a bit. But I really do not
         | like Unity so I might be biased.
         | 
         | FYI Godot's shortcomings in consoles is an issue with the
         | console manufacturers not the engine.
        
           | [deleted]
        
         | gamblor956 wrote:
         | Just going to point out that Unity games last year generated
         | over several billions in revenue (largely on the strength of
         | Genshin Impact), and at this point in its lifecycle Unity games
         | were already generating several hundred million in revenue
         | across multiple platforms.
         | 
         | Godot games collectively have generated a few million in its
         | entire lifespan, and most of that was the Sonic Colors re-
         | release.
         | 
         | Godot is great if you want an open-source game engine for a
         | hobby project. It's not so great if you want a commercial game
         | engine for a game you intend to actually release (the one major
         | commercially released game using Godot was a buggy mess). So in
         | that respect, it's like Gimp vs Photoshop (or Affinity), it's a
         | 5: you choose Godot for ideological reasons but not for
         | technological or business reasons.
         | 
         | If you want 2D games, go with GameMaker. If you want 3D games,
         | go with Unity for mobile or Unreal for console, or either for
         | PC.
        
         | kramerger wrote:
         | A solid 7.
         | 
         | Maybe a 8 if you don't care about console support and mostly do
         | 2d games.
        
           | CBarkleyU wrote:
           | Im sorry, but in what world is Godot not an 11 compared to
           | Unity for "2D games && !consoles"?
        
         | bodge5000 wrote:
         | I'd say it depends, though I suppose the same could be said for
         | Blender vs Cinema4D. Overall, if I had to put a number on it
         | I'd say a 7, however that cuts both ways, I could say that
         | Godot is 70% as good as Unity or that Unity is 70% as good as
         | Godot.
         | 
         | I migrated from Unity to Godot a few years ago because its open
         | source, but now even if Unity went the same way I doubt I'd go
         | back. The only things I really miss about Unity are the solid
         | features for 3D (but Godot is getting there) and the choice for
         | using a generic, performance orientated language over a built-
         | in, ease-of-use orientated language (which I don't see changing
         | anytime soon, though mono support is improving). That last one
         | is especially important to me, but I'd be more likely to move
         | onto another open source engine/framework than back to Unity.
        
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       (page generated 2023-02-08 23:02 UTC)