[HN Gopher] Godot 4.0 Stable
       ___________________________________________________________________
        
       Godot 4.0 Stable
        
       Author : Jowsey
       Score  : 355 points
       Date   : 2023-03-01 14:41 UTC (8 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | MintPaw wrote:
       | Release notes is a 404.
        
         | Deukhoofd wrote:
         | They should probably merge the PR :)
         | https://github.com/godotengine/godot-website/pull/577
        
         | memco wrote:
         | The highlight stream is over an hour away from now: perhaps the
         | release is still happening now?
        
       | simjnd wrote:
       | What's the difference between the new "automatic mesh LOD" in
       | Godot and Nanite in Unreal 5?
        
         | syntheweave wrote:
         | Godot is using a more traditional graphics pipeline, and
         | sending mesh data to the GPU after having the CPU do initial
         | calculations for LOD. Nanite is designed as a "GPU software
         | renderer" and therefore performs fine-grained LOD calculations
         | "during" its rasterization, within the shader code. That's
         | oversimplifying the exact steps, but it explains the orders-of-
         | magnitude difference between Nanite and traditional approaches
         | since doing more on the GPU means there aren't as many data
         | transfer bottlenecks.
        
       | wlesieutre wrote:
       | To the dead comment asking about "mono" builds, they have a .NET
       | runtime so you can use C#
        
       | pentagrama wrote:
       | I usually prefer just read the release notes of software updates,
       | but in this case, a video showing and explaining the new features
       | is a great companion https://youtu.be/chXAjMQrcZk
        
       | fhd2 wrote:
       | Been working with Godot for a couple of months now and can highly
       | recommend it. Maybe it's just the mental model that matches mine
       | well, but I have to spend very little time reading things up - in
       | general stuff turns out to work how I think it should, and it's
       | not more complicated than it has to be. Quite different from my
       | experience with Unity.
       | 
       | I'll probably steer clear of 4.0 for now though - for my non-AAA
       | needs 3.x (3.6 will receive LTS if I understood it correctly) is
       | quite sufficient, and it looks like I'd have to do quite a bit of
       | yak shaving to switch.
        
       | bodge5000 wrote:
       | I've been looking forward to this for so long and when it finally
       | comes I'm on an overnight train in Vietnam (I purposely didn't
       | bring a laptop for the trip). Still, makes mo so happy to see all
       | that hard work payoff, solid job from the team and all
       | contributors
        
       | et1337 wrote:
       | I've been playing with this recently and it's made game
       | development fun for me again. The prospect of creating an
       | account, signing a bunch of EULAs, installing an Electron
       | "version manager" so I can install a massive engine, hook it up
       | to a massive IDE, only to have it all instantly crash just about
       | extinguished any spark I had left for game development.
       | 
       | But Godot is like a breath of fresh air. Lightweight, beautiful
       | abstractions, with a lot of horsepower to back it up. It crashes
       | as much as the competitors if not more, but man is it fun!
       | 
       | Even the Godot subreddit feels like a breath of fresh air
       | compared to /r/gamedev. People are just having fun.
        
         | entelechy0 wrote:
         | [dead]
        
         | n42 wrote:
         | I can't agree with you more about how demotivating Unity is to
         | work with. waiting for 5 seconds every time I save a C# file
         | and another 5 seconds when I press play (on a new, small
         | project), rolling a d4 to see if the engine crashes, fighting
         | VCS with random changes to files I haven't touched every time I
         | open the editor, absolutely no clear direction about how I
         | should be building if I start a project today.. I could go on
         | and others already have.
         | 
         | it's sad, because I can see what Unity could be (and what it
         | used to be), and it is just not there right now.
         | 
         | I still haven't "clicked" with Godot, but I'm eager to give v4
         | a try now that it is officially released.
        
         | [deleted]
        
       | AbusiveHNAdmin wrote:
       | [dead]
        
       | segphault wrote:
       | I tried one of the beta releases and successfully migrated a
       | small toy project that I had been working on in Unity. It's
       | remarkable how much Godot has improved. The new 2D tilemap editor
       | in 4.0 is really good. I was also really happy to see that the
       | type system in the Godot scripting language is a lot more
       | comprehensive now.
       | 
       | It's pretty remarkable how much faster and cleaner the Godot
       | developer experience is compared to Unity. I feel like a spend a
       | huge amount of my Unity development time waiting for the compiler
       | and fighting with the tools. In Godot, the development iteration
       | loop is much faster. I can't really speak to 3D capabilities, but
       | for 2D projects I'm totally sold on Godot and see no reason to
       | ever go back to Unity.
        
       | bogwog wrote:
       | > 4 years of development.
       | 
       | For some perspective, console generations are usually around 6-7
       | years. Given their stated AAA aspirations, I wonder what the
       | future development process will actually look like, because
       | another dark age like from Godot 3 to 4 would be a deal breaker.
       | It's easy to say "future 4.x releases will come with a much
       | faster cadence", but it's also easy to decide that something else
       | absolutely needs to be rebuilt from the ground up in a multi-year
       | effort.
       | 
       | But negativity aside, finally having a stable release is great.
       | Godot is a really nice engine, and definitely a huge step up from
       | the existing commercial engines in terms of usability.
        
         | TulliusCicero wrote:
         | > another dark age like from Godot 3 to 4 would be a deal
         | breaker.
         | 
         | Sorry, but there was no "dark age". The 3.x line was being
         | continually updated during the work on 4.0. the last major 3.x
         | release came out only six months or so ago, in August 2022
         | (3.5).
        
         | Vespasian wrote:
         | I really hope they can pull a Blender and become productive for
         | small-to-medium games.
         | 
         | It's great to see some "commercially viable" games like Dome
         | Keeper being built upon Godot.
        
           | LanceH wrote:
           | It's definitely viable for 2D -- I'm 100% sure on this. The
           | biggest factor holding people back is the hesitancy for a
           | professional developer to leave something like Unity. That
           | won't matter to the 1-2 person teams.
           | 
           | As I have no aspirations of working professionally in games,
           | I'm using Godot. If I did have such, I would probably be in
           | Unity or Unreal just for the opportunities. As of right
           | now...today.
        
         | Macha wrote:
         | Unreal:
         | 
         | UE1: 1998 (some had access in 1996)
         | 
         | UE2: 2002 (announced 1998)
         | 
         | UE3: 2006 (announced 2004)
         | 
         | UE4: 2014 (announced to be in development in 2005, imminent in
         | 2012)
         | 
         | UE5: 2022 (announced 2020)
         | 
         | The development cycles of Godot seems pretty comparable to the
         | competition? The only difference is that by being an open
         | source project, people can see the new engine is being worked
         | on before a marketing department for a commercial engine would
         | reveal it.
        
           | bogwog wrote:
           | It's not about version numbers. I wasn't a UE3 licensee, but
           | I'd imagine that came with decent support and the release of
           | features to keep pace with the industry at the time. Godot
           | obviously can't be expected to provide Epic Games-level
           | support, but the main development efforts from the OSS team
           | was split since they were (understandably) focused on Godot
           | 4. So all of the improvements/changes in 4 were completely
           | useless to most users during that time, who were
           | realistically only going to be able to use 3.5.
           | 
           | There was no hint of a release date, a roadmap, or anything
           | like that. It felt like Godot 4 was going to be stuck in
           | development hell forever, meanwhile people trying to actually
           | build a game would be stuck on the increasingly obsolete and
           | divergent 3.5 (unless you were willing/able to maintain an
           | incomplete engine during development). So that was
           | essentially 4 years of nothing to most people (tbf 3.5 did
           | continue to get bug fixes during that time).
           | 
           | I say this not to trash on the Godot team's work, but rather
           | to say that I think they should focus less on improving the
           | engine for the sake of it, and more on work that seeks to
           | increase the direct value it provides to users (which
           | includes potential customers of W4 Games).
        
             | TulliusCicero wrote:
             | > It felt like Godot 4 was going to be stuck in development
             | hell forever, meanwhile people trying to actually build a
             | game would be stuck on the increasingly obsolete and
             | divergent 3.5 (unless you were willing/able to maintain an
             | incomplete engine during development). So that was
             | essentially 4 years of nothing to most people (tbf 3.5 did
             | continue to get bug fixes during that time).
             | 
             | ???
             | 
             | What are you talking about, the 3.x branch was being worked
             | on and had new releases during most of that time.
             | 
             | 3.5 itself only came out in August 2022, so between that
             | and 4.0 was a massive...six months or so? Why is waiting
             | six months a problem?
        
         | runevault wrote:
         | Keep in mind they were still updating 3.x that entire time. The
         | 3.x line made it all the way up to 3.5 with significant
         | improvements even as 4.0 was being worked on for those 4 years.
         | Considering it is an open source project with very few people
         | paid to work on it, keeping both going over that time is kind
         | of impressive.
        
           | ehutch79 wrote:
           | Some of those improvements came directly from the 4.0 work.
        
           | sfteus wrote:
           | Also worth noting that many of those improvements were
           | originally made only for 4.x, but some of the contributors
           | backported them back to 3.x. It wasn't like 3.x only got
           | minor updates while the majority of focus was on 4.x.
        
         | norman784 wrote:
         | I don't follow Godot too close, but wasn't the big change also
         | from 3.x to 4.x also migration from OpenGL to Vulkan? That's a
         | rewrite of the rendering engine, which is a big part of a game
         | engine, that most likely also affect a lot of other aspects of
         | the engine.
        
       | seanw444 wrote:
       | Godot is one of those pinnacle FOSS projects that just totally
       | impresses me, especially given the state its in _now_ , with 4.0.
       | It's so cool that a loose community of "The People" have created
       | things like Godot, OBS, and Blender. What a time to be alive.
        
         | KronisLV wrote:
         | > Godot is one of those pinnacle FOSS projects that just
         | totally impresses me, especially given the state its in now,
         | with 4.0.
         | 
         | It is definitely one of the success stories, at least so far.
         | 
         | For example, there are projects like jMonkeyEngine (a game
         | engine in Java, on top of LWJGL) that don't get as much
         | attention and their movement forwards is way slower:
         | https://jmonkeyengine.org/
         | 
         | There's also Stride 3D, which is a bit closer to Unity I'd say,
         | which is still a really nice project, but is also limited in
         | how much development can be done: https://www.stride3d.net/
         | 
         | Regardless, I wish all of those projects success and would
         | still be glad if Godot could be one of the champions of open
         | source game engines, perhaps as a viable and easy to use
         | alternative to something like Unity for those who want that
         | sort of thing, even in the professional development space
         | eventually!
        
         | TulliusCicero wrote:
         | OBS is amazing...except for the complete lack of 'undo'
         | support. Just feels so bizarre to be missing such a basic UI
         | feature.
        
       | goffi wrote:
       | Congrats to all the people involved, it's really great to see
       | such a FOSS tool!
       | 
       | How is it for app development? I've seen that they have started
       | to showreels for apps
       | (https://godotengine.org/article/announcing-godot-2022-showre...)
       | and it's quite impressive. I'm wondering if it can be a good
       | alternative to stuff like Qt/Qt Quick for rapid prototyping, or
       | even production app.
       | 
       | The easy export to multiple platforms is a really an interesting
       | point. I'm mostly wondering if it can handle correctly stuff like
       | accessibility, desktop integration, and if it's good at handling
       | texts (Unicode, RTL, etc).
        
         | WillAdams wrote:
         | It was used for:
         | 
         | https://github.com/derkork/openscad-graph-editor
         | 
         | which I've been using quite successfully.
        
         | AbusiveHNAdmin wrote:
         | [dead]
        
       | ydnaclementine wrote:
       | Any recommended tutorials? Preferably text/books over videos
        
         | runevault wrote:
         | With 4.x JUST getting out books aren't going to be ready for a
         | bit. There are major changes on all levels, from the new
         | renderer to a significant update to their language GDScript to
         | how you do some things in the UI to node type name changes.
         | 
         | If you wanna learn the very basics they have a tutorial on
         | their site for 2d and 3d. Looks like Stable actually now points
         | to the 4.0 version[1] I did the new 2d one and at that point
         | (beta 1 I think?) they still had outdated information but I
         | believe all of it has been fixed.
         | 
         | [1] https://docs.godotengine.org/en/stable/
        
       | milliams wrote:
       | The release announcement blog post with all the information is at
       | https://godotengine.org/article/godot-4-0-sets-sail/.
       | 
       | It might make more sense to use that link instead.
        
       | nightowl_games wrote:
       | I've been using Godot 3 for 2+ years. It's great. There's some
       | downsides to Godot for sure, but I think they will all be
       | resolved over time.
       | 
       | I could work on Godot for the rest of my life. It brings me great
       | joy to contribute to the engine. I would never feel comfortable
       | writing Unity code again, as I do not want any other commercial
       | interests injected into my artwork, my hobbies and my craft.
       | 
       | Godot is truly a public good.
        
         | giancarlostoro wrote:
         | Do you use GDScript or C#? Just curious, I feel like most
         | developers just use GDScript as opposed to C# but I'm not sure
         | how wrong I am on that.
        
           | jackmott42 wrote:
           | I think most do use GDScript, but the C# support is very
           | good. If you need great performance in your game scripts, or
           | are familiar with C#, best to start with that.
        
           | nightowl_games wrote:
           | GDScript for UI and prototyping, c++ for the game logic when
           | its needed or when the game design is stable and we have time
           | to rewrite it. I want to write a GDScript -> C++ transpiler,
           | to be honest.
           | 
           | I wouldnt want to use c# as I dont want the complexity. Our
           | games go on the web, as well, and I don't think c# works
           | there.
           | 
           | godot-Nim is an attractive project, as well.
        
         | thsbrown wrote:
         | I have been using Unity a long time and in general appreciate
         | it, despite it's many many quirks and rough edges.
         | 
         | That said I'm extremely excited to see an open source
         | alternative that looks to have a very active community around
         | it and that looks to be doing great things!
         | 
         | If blender has taught me anything, it's that having a fantastic
         | free and open source tool in a sea of commercial offerings
         | benefits everyone.
         | 
         | The paid offerings are forced to up their game, the consumer
         | benefits with more competitive pricing and those that can't
         | afford to buy tools have a great product at their disposal in
         | which to learn and create.
        
           | [deleted]
        
           | nightowl_games wrote:
           | I used Unity for a long time and I appreciate it as well.
           | Last couple years I havent liked the direction that unity is
           | going. The docs and usability have regressed imo.
        
       | shdon wrote:
       | Having looked at the migration guide from 3.x to 4.x, I am rather
       | worried at the large amount of stuff that needs to be changed to
       | port projects from 3.x to 4.x. There's an automated conversion
       | tool for parts of it, but there's so much that it doesn't handle.
       | 
       | My enthusiasm waned quite quickly when I read that. The huge
       | amount of breaking changes means that few projects or tutorials
       | are likely to get updated and adoption of this new version is
       | likely to be much slower as it's like having to build the
       | ecosystem up from scratch.
       | 
       | As I'm about to start my first larger Godot project, I was
       | initially waiting for 4 so I could work in that (and looking
       | forward to it), now I'm going to have to seriously consider
       | staying on 3.x if I want to get a good start.
       | 
       | Definitely not the case that you can just take a 3.x project,
       | load it into 4.0, spend a few minutes fixing some bugs or
       | deprecation warnings and then enjoy new features or performance
       | enhancements.
        
         | nightowl_games wrote:
         | I really don't understand this mindset. Just start.
         | 
         | > My enthusiasm waned quite quickly
         | 
         | > As I'm about to start
         | 
         | You sure your not just looking for external reasons to justify
         | procrastinating?
        
           | shdon wrote:
           | Wow, judgemental much? "Just start" is a recipe for disaster
           | in a siatuation like this, and I'd rather not set myself up
           | for failure.
           | 
           | My enthusiasm about this particular version, that I had been
           | looking forward to, waned quickly. I'm about to start the new
           | project after I finish up my previous one, and I'm currently
           | waiting on getting the design document. I'm doing the
           | opposite of procrastinating, I want the project to be done
           | smoothly and in a reasonable timeframe. Having to contend
           | with conflicting information where almost everything I look
           | up will be for 3.x and not applicable to the 4.x series is
           | the antithesis of smoothly.
           | 
           | So it seems now that my choices are to go with Godot 3.x and
           | end up with maintenance trouble in the future and not being
           | able to make use of 4's much improved feature set, go with
           | Godot 4 and have a much rougher development experience, or go
           | with another engine altogether.
        
             | sli wrote:
             | I've been using Godot 4 exclusively since around Beta 8 and
             | have had little to no trouble adapting. Godot 4 has had
             | documentation for a while now, and finding the "new"
             | version of whatever I needed was always pretty easy. That's
             | only going to get better.
             | 
             | There is also of course the Godot 4 channel in the Godot
             | Discord that is helpful.
        
               | shdon wrote:
               | That at least gives me hope that the ecosystem will adapt
               | quickly. And I noticed GodotSteam for instance delivered
               | a 4.0 compatible release today already:
               | https://github.com/Gramps/GodotSteam/releases
        
         | ehutch79 wrote:
         | Do you actually need to port? It's not like 3.x suddenly
         | stopped working.
         | 
         | It's not like older games are porting to new versions of
         | engines either.
        
           | shdon wrote:
           | For my older, smaller projects, nope.
           | 
           | For a few projects I'm involved in that are currently in
           | development, I had anticipated porting because of the bugs in
           | 3.x that we were having to work around which are now
           | hopefully solved, though now I'm reconsidering that and it
           | may be better to stick with 3.x just to get the game out of
           | the door.
           | 
           | For new projects, it's a toss-up. Until a lot more resources
           | (documentation, tutorials, plugins/extensions) make the shift
           | to 4, it might be wiser to start even completely new projects
           | in 3.x. But the improvements and fixes in 4 are enticing, so
           | if the official Godot documentation is sufficient
           | (admittedly, the official docs are quite well written, and
           | usually it's more of a case of finding stuff than it not
           | existing) and there's no need for extensions that don't exist
           | for 4 yet, then doing with 4 might be a the more future-proof
           | choice.
        
         | Hamcha wrote:
         | 2.x to 3.x was like that too, I basically had to start over.
         | 
         | If you're starting a new project (like I am) I think 4.0 is the
         | only choice. 3.x has awful 3D and even worse presets, GDScript
         | can only be used realistically without the static typing
         | features since they break all the time (for 4.0 they rewrote
         | the whole thing just so they could fix static typing). C#
         | really feels like something that was bolted on even years
         | later.
         | 
         | It's not hard to see why 4.0 is such a breaking upgrade, many
         | of 3.x problems aren't surface level, since those were ironed
         | out long ago.
        
         | ralusek wrote:
         | > As I'm about to start my first larger Godot project, I was
         | initially waiting
         | 
         | You were waiting for Godot?
        
           | shdon wrote:
           | Lol, in a sense. At least now he actually arrived.
           | 
           | Seriously though, mostly waiting on getting the design
           | document and was hoping for Godot 4 to be the clear way
           | forward. I've only done smaller projects with 3.x and lots of
           | experimentation and preparation for these larger projects, so
           | it is a bit disappointing to see that all rendered useless by
           | the sheer amount of breaking changes unless I decide to stick
           | with a now outdated engine.
        
       | EntrePrescott wrote:
       | Anyone have experience with IK and skeletal animation of rigged
       | 3D models on Godot 4? Last time I checked (back in the 3.x days),
       | it seemed like Godot 3.x was lacking in that area (as opposed to
       | 2D animation) but that they planned to improve 3D animation in
       | Godot 4. I'd be interested to know how viable it now is in Godot
       | 4 compared to other engines.
        
       | raajg wrote:
       | Been using the RC build over Godot 3 and have been pleasantly
       | surprised. There are several quality of life improvements - the
       | biggest one being that you can set default font and just change
       | font sizes without having to create a new theme for reach node -
       | this is probably my most used new feature!!
       | 
       | Wonderful job Godot team, and huge congrats on the 4.0 release
        
       | owlbynight wrote:
       | I'm 41 and just getting into game development. I've been kind of
       | weighing my options for awhile, and waiting for Godot 4 to come
       | out. This is rad.
       | 
       | The only complaint I have is that the scale of the GUI is
       | ridiculous. It's not like I'm running some crazy resolution. Why
       | is it so small? Why hasn't it been complained into options to
       | scale it? I literally cannot read the project creation interface
       | without using Windows zoom.
        
         | jackmott42 wrote:
         | Editor -> Editor Settings -> interface -> Display Scale
        
           | owlbynight wrote:
           | Oh, thank you for that. I missed those settings completely -
           | mostly because I couldn't read them haha.
        
             | robertlagrant wrote:
             | I'm also 41, and would have the same feedback if I steeled
             | myself to learning something new like game development.
             | These keen-eyed kids and their crazy resolutions!
        
       | ralusek wrote:
       | Unpopular Opinion: Godot should make JavaScript/Typescript its
       | scripting languages.
        
         | krapp wrote:
         | https://github.com/Geequlim/ECMAScript
         | 
         | Also once people start using GDExtension it should be easy to
         | import languages to 4.x without recompiling.
        
         | cardanome wrote:
         | GDScript is absolutely delightful, just give it a go.
         | 
         | People are always skeptical about it because they fear it is
         | another thing to learn but it is very tailor made for Godot and
         | for that reason you will pick it up in no time.
         | 
         | If you have worked with any scripting language, you will feel
         | right at home. JS/TS would be a worse experience because that
         | language is not designed for Godot.
        
           | TulliusCicero wrote:
           | I tried it and eventually gave up and ported everything I was
           | working on to C#. Not enough static typing and similar for me
           | in GDScript, I like structure.
           | 
           | I know 4.0 is a bit better for that, though I'm not sure how
           | much better.
        
             | cardanome wrote:
             | GDScript has decent gradual typing support these days.
        
               | TulliusCicero wrote:
               | I tried the static typing support in 3.x and it just
               | wasn't nearly good enough. I really need being able to do
               | shit like Array<Dictionary<Thing, OtherThing>>. And I
               | want the static typing enforced automatically onto me,
               | with compilation errors when I screw it up, not something
               | I have to remember to label. Even with C#, there are
               | still blank spots for this unfortunately, where the Godot
               | standard library just passes you an untyped Array.
               | 
               | I know 4.0 has improvements here for GDScript, which is
               | good to hear, but I'm quite comfortable in C#, coming
               | from a background as a Java/Android dev.
        
           | Kiro wrote:
           | What features does GDScript have that makes it fit Godot?
           | I've been skeptical for the reason you mentioned but your
           | comment might have convinced me that it's actually worth it.
        
             | danbolt wrote:
             | I was in the camp formerly of "just use Lua/C#/JS/etc." for
             | Godot as I didn't want them to reinvent the wheel. I've
             | changed my mind on the matter after using it though. Or,
             | through having a custom implementation, they've integrated
             | it very tightly with Godot's node/refcounting memory model.
             | Much in the same way UE's Blueprint execution feels similar
             | to C++ logic, manipulating nodes and sending signals in
             | GDScript ends up having a similar flow to something done
             | lower-level in the engine.
             | 
             | I think it makes a tighter experience, and less maintenance
             | work is done for bindings and transferring data to/from a
             | separate heap/runtime for scripting.
        
             | syntheweave wrote:
             | GDScript is purpose-made for the task of being aware of how
             | the engine wants to bind data. That is, its type system
             | knows what the different components are, the events they
             | can send, types of assets, etc. That makes it much smoother
             | in terms of IDE support than using a general-purpose
             | language - it helps you along with stuff like cueing an
             | animation or audio event.
             | 
             | It's not really a language meant for lots of computation,
             | but that isn't actually what most gameplay code needs:
             | games are generally doing something based on a lookup
             | table, finite state machine, or collisions. It only becomes
             | a deep issue if you've got a lot of custom simulation going
             | on.
        
         | themerone wrote:
         | The only advantage would be the jit performance of js engines.
         | 
         | If that is a factor you should be using C# or gdnative C++.
        
         | phn wrote:
         | Can you elaborate on why you think that?
         | 
         | IMO, their scripting language is pretty accessible to anyone
         | with a bit of experience with programming and has nice
         | syntactic sugar to integrate with the engine.
        
           | ralusek wrote:
           | Ubiquity, and people love TypeScript.
        
       | dang wrote:
       | Related (about this release--there are too many Godot threads to
       | list):
       | 
       |  _What 's new in C# for Godot 4.0_ -
       | https://news.ycombinator.com/item?id=34944340 - Feb 2023 (105
       | comments)
       | 
       |  _Godot 4.0 RC 2_ - https://news.ycombinator.com/item?id=34805594
       | - Feb 2023 (8 comments)
       | 
       |  _Godot 4 Release Candidate 1_ -
       | https://news.ycombinator.com/item?id=34709249 - Feb 2023 (27
       | comments)
       | 
       |  _Godot 4.0 beta 16: Initial .NET 7 support_ -
       | https://news.ycombinator.com/item?id=34547637 - Jan 2023 (33
       | comments)
       | 
       |  _Godot 4.0 beta 9 Released_ -
       | https://news.ycombinator.com/item?id=34052510 - Dec 2022 (15
       | comments)
       | 
       |  _Godot Engine Release Management: 4.0 and beyond_ -
       | https://news.ycombinator.com/item?id=33793281 - Nov 2022 (43
       | comments)
       | 
       |  _Movie Maker mode in Godot 4.0_ -
       | https://news.ycombinator.com/item?id=33598256 - Nov 2022 (8
       | comments)
       | 
       |  _Godot 4 Beta 1_ - https://news.ycombinator.com/item?id=32856034
       | - Sept 2022 (110 comments)
       | 
       |  _Godot 4.0 will discontinue visual scripting_ -
       | https://news.ycombinator.com/item?id=32571893 - Aug 2022 (110
       | comments)
       | 
       |  _Godot 4.0 development enters feature freeze ahead of the first
       | beta_ - https://news.ycombinator.com/item?id=32265429 - July 2022
       | (118 comments)
       | 
       |  _Fog Volumes arrive in Godot 4.0_ -
       | https://news.ycombinator.com/item?id=32003065 - July 2022 (44
       | comments)
        
       | norwalkbear wrote:
       | If someone builds a unity to Godot converter, I'd switch in a
       | heartbeat.
        
         | TulliusCicero wrote:
         | That sounds like it would probably take more dev effort just
         | for the converter than for the rest of Godot, given how
         | complicated (and sometimes broken) Unity is.
        
       | amelius wrote:
       | I'm betting we will see StableDiffusion models that can create 3D
       | graphics assets, and basically everyone can create a game (no
       | artists or programmers required).
        
         | seanw444 wrote:
         | Maybe for some more abstract games. But we'll need a while
         | longer before we see something capable of making a really good
         | 3D human character model with accurate proportions and details.
         | Realistic guns are another thing that's hard to get the details
         | right on. But yeah, hopefully we get something like that soon.
         | I personally enjoy programming games, but despise the assets
         | side of it, and have no friends that could assist in that
         | department.
        
           | n42 wrote:
           | it's seriously demotivating as a programmer with gamedev
           | dreams to be incapable of shaping something visually to an
           | approximation of your vision. I'd say it's my biggest hurdle
           | every time I try to jump back into gamedev.
           | 
           | being able to draft a rigged and animated model with
           | something like SD would remove a significant motivational
           | roadblock for me. I don't care if it looks like unpublishable
           | shit, as long as it looks like unpublishable shit that
           | roughly approximates my vision. I can then continue on with
           | my game design, with a self-motivating feedback loop, and
           | find an artist once I can better communicate and sell them on
           | the vision. it'd be phenomenal for proof of concepts and
           | gamejams to see if your idea works. especially when you have
           | no friends in the field.
        
         | jasonjmcghee wrote:
         | Everyone can already create a game. There are tons of free and
         | paid assets, along with mature no-code game development tools.
         | 
         | And I've heard from folks at established studios that they've
         | been playing around with generative pipelines for asset
         | creation.
         | 
         | But from my perspective, for the vast majority of games,
         | programming and asset creation isn't what determines a
         | successful or enjoyable game.
         | 
         | It's a mixture of core game mechanics, style, juice, developer
         | follow-through, marketing, random chance, and whether or not
         | it's "fun".
        
       | birracerveza wrote:
       | Amazing engine that just keeps getting better and better.
       | 
       | Congratulations on the release!
        
       | AlexAndScripts wrote:
       | I really tried to like Godot, using it to make a node-based logic
       | editor. But GDScript is incredibly bad at handling data, as well
       | as having terrible editor support (and the built in editor is
       | bad), which made things incredibly difficult. It doesn't even
       | have first class functions or support for doing multiple HTTP
       | requests at once to a single endpoint if you don't make multiple
       | callback functions, one for each request. And the signals system,
       | allegedly meant to reduce spaghetti, only increased it. The
       | inability to put multiple scripts on a object and use of
       | inheritance over composition only made things worse.
       | 
       | I tried the Rust integration but the API was very rough around
       | the edges and there was huge amounts of unsafe where I really
       | wasn't sure how I was meant to verify its usage.
       | 
       | In the end I switched to Bevy+egui. Progress is good, typing is
       | strong, and while some things are more difficult, I'm not tearing
       | my hair out about basic things.
        
         | seabrookmx wrote:
         | Anecdotal but most people I've ran into that are writing non-
         | trivial Godot apps are using C# for these reasons.
        
       | TheCraiggers wrote:
       | > 1,500 individual contributors across engine and docs.
       | 
       | I feel like this is an outstanding achievement. I've never
       | contributed to Godot, but somebody must be doing something right
       | and making people feel welcome. I may have to check it out.
        
         | nightowl_games wrote:
         | Akien does a great job managing the PRs. They have a decent
         | system to enable them to review quickly and the core team does
         | a ton of code reviews. Once you start contributing to Godot,
         | it's pretty addicting.
        
           | 0xDEF wrote:
           | >They have a decent system to enable them to review quickly
           | and the core team does a ton of code reviews.
           | 
           | Are there other open source projects like this? My biggest
           | blocker from contributing to open source have always been the
           | slow to never happening code reviews.
        
       | raincole wrote:
       | A hyporthetical question: if you're going to contribute to an
       | open source game engine, which one would it be and why? Godot?
       | Bevy? Others?
        
       | Temporary_31337 wrote:
       | How have people found the learning curve and debugging? My son
       | did a game with it, but once we started trying custom stuff it
       | wasn't clear where the code for some things was - some things
       | were in the scene some in the shapes etc. I.e. it's crazy easy to
       | start with but gets a lot harder as you go?
        
         | prox wrote:
         | That's mostly on the way you plan structure your code. But also
         | inherent in programming. Make sure you comment your code and
         | keep certain planning central or near to your files.
        
         | Vespasian wrote:
         | For people with programming experience I found it to be
         | reasonably fast to pick up. In some areas it's quite low level
         | but "generally" has a good documentation.
         | 
         | Especially version 4.0 introduced some compatability breaking
         | quality of life changes.
         | 
         | For beginners Godot is not as intuitive as other engines (e.g.
         | Unreal with it's visual blueprints)
        
           | rcarmo wrote:
           | Well, they phased out visual scripting in 3.x because it was
           | too low-level, but I do hope it will come back in a 4.x with
           | a higher degree of abstraction because for folk with no
           | coding expertise and for simple object scripts, Blueprints
           | are just way easier (and so was Bolt on Unity, which my kids
           | used with great success until I got them to shift to Godot
           | 3.x and learn GDScript).
        
         | flavelius wrote:
         | I have the same experience, it's very easy to get started but
         | gets more complicated and especially buggy the more of the not-
         | widely-used features you begin to use or the larger the project
         | becomes, unfortunately. But many of those issues are constantly
         | being addressed and iterated on, so i'm quite positive about
         | godot's future.
        
         | syntheweave wrote:
         | That aspect of not being sure how your assets should line up is
         | a general "game engines are complicated" problem, which occurs
         | as soon as you add this kind of flexibility: suddenly there's
         | just a lot more dependency behavior to be aware of as you set
         | up your data and a lot of code bugs become data bugs.
         | 
         | Godot is relatively consistent in what it wants and how it
         | parses a scenegraph, but it's still a little bit quirky: it
         | usually behaves best if you break out any dynamic elements into
         | different scenes so that their instancing is fully
         | encapsulated, and for things that need to change state, add
         | on/off toggles but keep it statically instanced. Attaching
         | stuff after the scene has been instanced tends to bring it out
         | of sync with the state of the collision/physics servers.
        
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