[HN Gopher] Godot 4.1
___________________________________________________________________
Godot 4.1
Author : freeCandy
Score : 460 points
Date : 2023-07-06 11:11 UTC (11 hours ago)
(HTM) web link (godotengine.org)
(TXT) w3m dump (godotengine.org)
| BaculumMeumEst wrote:
| i have seen a lot of folks talk about switching to godot due to
| unity "selling out". but if godot gets popular enough, money will
| be waved in the maintainers' faces, and it will follow the same
| trajectory.
|
| meanwhile, there are alternatives like love2d, which is a more
| straightforward game engine written in c++ built on popular open
| source libs like sdl2 with a extended with lua(jit). it's
| lightweight enough that you could probably maintain it yourself.
| TulliusCicero wrote:
| > love2d
|
| Oh god, it uses lua.
| raincole wrote:
| > but if godot gets popular enough, money will be waved in the
| maintainers' faces, and it will follow the same trajectory.
|
| Yeah just like when Blender got popular, the developers sold it
| out and now it's a shitty piece of software.
|
| Haha, just kidding. The above never happened and Blender is
| still getting better every month.
| [deleted]
| krapp wrote:
| Don't get me wrong, I like LuaJIT and SDL2 but Godot is open
| source. There's no danger of it "following the same trajectory"
| as Unity.
| allan_s wrote:
| with regards to love2d, they are no on the same "market" (I
| have made hobbyist game in both)
|
| love2d is really the most minimalist things you can call a game
| engine, i.e quickly you have to resort to 3rd party library ,
| even for something as simple as 2d collision or the ECS system.
| If you know perfectly what you are doing it's probably better.
|
| Godot is much more battery include so for an experienced
| programmer it may feel too opinionated.
|
| my own experience was that, while I'm a web developer for 10+
| years, I'm really new at game development, and love2d was easy
| at first but soon a pain because I hit a ceiling glass of "my
| game has become too complex and I don't know the design pattern
| of game developement". At the opposite Godot was a pain at
| first, especially as a Vim user, i.e why do I have to use this
| GUI, but once I got used with the tool by following some step
| by step tutorial, I felt like sky was the limit.
| Macha wrote:
| There are four differences between Godot today and Unity circa
| 2007 that make this unlikely:
|
| 1. The Godot trademark is owned by the Software Freedom
| Conservancy, and not the original authors or their company.
|
| 2. The founders do have a consulting/support company, W4Games,
| but it is not Godot Inc, and because of point 1, can never be.
| Secondly, it is not afforded any special place in the project
| leadership structure. W4Games employees account for 2 of 9
| leadership positions in the Godot project leadership. This is
| overseen by the SFC who would not permit a company to have too
| many seats.
|
| 3. The founder's company also does not have overwhelming
| control of contributors. Of the top 10 contributors, numbers 1,
| 2, and 7 are part of W4 Games inc, but all of the top ten have
| significant contributions.
|
| 4. It's open source. This is less of a deterrent than the
| above, since it's MIT licensed so someone could make a closed
| source fork, but they would have to compete with the community
| in that case.
| bowsamic wrote:
| Actually the reason that most people don't like Unity is
| because the goal of the company seems to be to create a million
| half-baked, fancy-looking ideas rather than creating a solid
| experience with the core engine. Even today there are still
| very weird and difficult to circumvent bugs that come up in
| almost every project, even in trivial ones. Also, the last time
| I used it all of the old forum threads had been partially
| corrupted.
| Capricorn2481 wrote:
| Is there a use care for Godot for cross platform app development
| instead of something like Electron?
| raincole wrote:
| Material Maker: https://www.materialmaker.org
|
| I tried this when Substance was aquired by Adobe. Surprisingly
| I found it much easier and enjoyable to use. Substance Designer
| feels very clumsy.
|
| Of course Substance Designer has one unique feature, which is
| it's integration with Substance Painter. MM has some manual
| painting capabilities, but it's not a full-fledged painting
| app.
| keyle wrote:
| Yeah some people use Godot as a GUI framework
| gcr wrote:
| Expanding on this, Godot has its own 2D widget framework
| that's fairly straightforward to use, though it doesn't use
| native widgets.
|
| Note that the Godot editor itself is written in the widget
| framework, so you can get a sense for how well it works just
| by opening Godot and clicking around.
| numlock86 wrote:
| The 2D framework, especially for UI, is pretty awesome. But
| the learning curve on the layout system is quite sprinkled
| with head scratching and frustration in my opinion.
| nightowl_games wrote:
| Yeah it's brutal. I've been using Godot professionally
| for years. I have effectively mastered the layout system
| but it was annoying to learn. It tries to be like Unity's
| system but they made a few mistakes with Pivot, Grow
| Direction and Size Flags imo.
|
| I made a tool to position nodes in a way modelled after
| Cocos2D, with a position, pivot and anchor point.
|
| I've made a series of small tools to help me lay stuff
| out.
|
| One really good thing about Godot Ui is the "StyleBox"
| which simply allows coders to make rounded rectangles,
| which are so frequently used in UI it's nice to not need
| an artist to make a .png
| samstave wrote:
| As someone who has never made a game, I really want to
| make a tower defense game that fixes shortcomings I find
| in others - where would one complete beginner delve into
| Godot to accomplish starting to learn the system - there
| are a number of tuts on YT - one of which is ~11 hours
| long.
|
| Can you make some suggestions to avoid/pre-empt any said
| headscratchings and frustrations?
| nightowl_games wrote:
| You are going to scratch your head and be frustrated.
| Just keep going! Imagine your asking "I want to make a
| rock song that is better than the other rock songs. What
| youtube video can I watch to learn how to play the
| guitar?"
|
| I usually recommend GDQuest on YouTube. Just start! Keep
| going! You'll figure it out.
| philipov wrote:
| Is the Godot IDE itself built in Godot?
| nkrisc wrote:
| It is, and also means extending the editor experience is
| easy, even using GDScript.
| leetrout wrote:
| Yep
| weinzierl wrote:
| I've heard the Tesla mobile app is made with Godot. Not sure if
| it is true.
| barnabask wrote:
| It was true a year ago:
| https://news.ycombinator.com/item?id=32358271
| WillAdams wrote:
| Yes.
|
| OpenSCAD Graph Editor is done with an earlier version and runs
| on Mac OS, Windows, and Linux:
|
| https://github.com/derkork/openscad-graph-editor
| pachorizons wrote:
| Yes, although the first-generation of apps are only just
| beginning to emerge. Here are a couple of fully-featured
| projects on Github:
|
| Pixel art editor: https://github.com/Orama-
| Interactive/Pixelorama
|
| Infinite canvas drawing tool: https://github.com/mbrlabs/Lorien
|
| Trello-style kanban board:
| https://github.com/alfredbaudisch/Godello
|
| Narrative designer for games: https://github.com/mhgolkar/Arrow
| freeCandy wrote:
| Some more listed here:
| https://github.com/godotengine/awesome-godot#projects
| hamoid wrote:
| I haven't seen people mentioning using Godot with Kotlin, so I'll
| leave the link here. At some point it could be nice for Kotlin
| devs.
|
| https://godot-kotl.in/en/stable/
| sylware wrote:
| Until godot devs don't forget the "-static-libgcc -static-
| libstdc++" compile/link options, should be fine, that linking
| with the oldest set of glibc libs as possible (I saw games
| carefully using the glibc from debian ubuntu 12.04).
|
| I guess godot has proper vulkan->GL fallback.
|
| What's now really missing is from sourceware binutils: fine
| grained control of the versions of the symbols to use while
| creating binaries. And then, robust game binaries would be much
| easier to produce: it would let the devs use the latest elf/linux
| distro and still produce compatible binaries with old elf/linux
| distros (easy planned obsolescence workaround) avoid the current
| massive mess (build an old glibc, and reconfigure the toolchain
| to use it for linking, PAIN).
| elFarto wrote:
| > What's now really missing is from sourceware binutils: fine
| grained control of the versions of the symbols to use while
| creating binaries.
|
| I did actually prototype an idea for attempting to fix this.
| The tool would take a list of symbols from a text file and
| produce a (non-functioning) .so file that ld can link against.
| The newly created .so file can be injected in via an
| environment variable (LIBRARY_PATH iirc).
|
| Since the list of symbols is just text, it's easily modified to
| contain only the one's that you want to target.
|
| It's not a complicated tool to write, but there are some issues
| like how to reliably get ld to pick the correct .so file when
| you're overriding an existing on, LIBRARY_PATH is not 100%
| reliable. The other issue was if it's nessassary to recreate
| all the symbol types (like weak, etc..) exactly, I'm not sure
| exactly what's required for ld.
| sylware wrote:
| The text file would map simply a symbol to a version, to be
| overridden in the generated ELF binary (exe or SO).
|
| That way, the game devs don't need to build the "old" SOs and
| reconfigure the toolchain to use them, which is unreasonable
| to ask them (but this is expected from game engine elf/linux
| devs like unity/unreal/godot/etc) and a MASSIVE PAIN to make
| work properly (exponentially proportional on the abstraction
| level of the game/engine build system).
|
| While any "old" symbol version is not removed...
| gardaani wrote:
| [flagged]
| pachorizons wrote:
| Less than two minutes into Godot's own documentation:
| https://docs.godotengine.org/en/stable/tutorials/export/expo...
|
| https://docs.godotengine.org/en/stable/tutorials/export/expo...
| gcr wrote:
| This is disproven with a quick google search ...
|
| You can export Android and iOS build files right from the
| editor, people have published successful Godot apps to both app
| stores ...
|
| https://itch.io/games/made-with-godot/platform-ios lists a
| bunch of games, many of which are available on the Play Store
| as well ...
| mariusseufzer wrote:
| I shipped Discounter Strike to the AppStore last week. Built
| with Godot 4! https://apps.apple.com/de/app/discounter-
| strike/id1661324544...
| victorbjorklund wrote:
| Well done. Just tried it. Perfect causual game and even if
| I recognize the game play (not a bad thing) it was actually
| more fun hitting shoppers with my cart!
| BitPirate wrote:
| Godot has support for both of them?
| hakube wrote:
| I'm sure no one cares about the platforms/tools you use
| neuspadrin wrote:
| I'm going to guess they set a requirement of C#/.NET to help
| their move from Unity, which currently isn't supported for iOS
| and Android as of right now.
|
| "As of Godot 4.0, exporting .NET projects is supported for
| desktop platforms (Linux, Windows and macOS). Other platforms
| will gain support in future 4.x releases."
| [deleted]
| robertlagrant wrote:
| This is what I've been waiting for! - Samuel Beckett.
| kirillbobyrev wrote:
| Godot is just AWESOME, I am very impressed with the progress the
| team makes and the overall direction of the project.
|
| I was always excited about Game Dev (even started learning
| Computer Science and became a Software Engineer largely because I
| wanted to make games), dreamed of making my own small games but
| never really got to it. After I became a full-time Software
| Engineer, I never really found time or the right tools for making
| my own small games for fun. I recently discovered Bevy and gave
| it a try. ECS is a nice concept, but Bevy is more of a library
| and it's quite hard to make full-featured games using it (just
| like using SDL/something similar).
|
| When I discovered Godot and gave it a try, I was so impressed:
| it's really nice for beginners, yet performant enough and has
| amazing community. This is exactly what I wanted to find, so I'm
| incredibly happy it exists and am very excited about the future
| development of Godot.
|
| One thing I wish was different is choosing a different language
| as the native and "official" one. GDScript is OK and arguably
| pretty good Python-like language for beginners and rapid
| prototyping, C# is OK and is probably very nice to have because
| many people would be happy to switch from Unity, but I personally
| would be happier with either better C++ support (which I know
| exists in GDNative interface which was improved in 4.0) or
| something else.
|
| C# is a fine language, but I have a feeling it has so much
| presence in GameDev just because of Unity. It's way too verbose
| and the tooling isn't as good (outside of full Visual Studio
| which I have no desire to use), but maybe "actual programming"
| part of GameDev isn't as important and I should just give in/use
| GDScript.
| suda50 wrote:
| Starting with Godot 4.0, they now support GDExtension which
| allows you to basically write your own game code in C++ (and
| other languages), then have the engine import your code: https:
| //docs.godotengine.org/en/stable/tutorials/scripting/g....
| There is also a set of Rust bindings that utilize GDExtension
| too: https://github.com/godot-rust/gdext.
|
| They might be worth looking into.
| kirillbobyrev wrote:
| Yeah, I've seen those and I'm happy Godot moves in this
| direction, but using these tools would steer me away from the
| "default" and "primary" behavior, I'd potentially face more
| bugs/awkward development setups.
|
| It might be worth if I'm serious about Game Development and
| ready to invest time and effort into customizing the tools,
| but what I'm looking for is "out of the box" experience which
| will make it easier for me to solve problems that I face
| (e.g. if I ask questions more people would be able to
| answer/help), the tutorials/resources I find will be more
| applicable etc.
|
| As others mentioned in this thread, having first-class
| support for a language isn't the same as providing API for
| plugins and custom scripts.
|
| I wish Godot chose a real existing programming language
| instead of building their own DSL. Even Lua might have been a
| decent choice, although I hate the syntax.
| gminic wrote:
| "C#/.NET
|
| The focus in this release was on bringing feature parity between
| C# and GDScript.
|
| When using GDScript, you can define a new node type to use in the
| editor by adding a global class name to your script.
|
| Starting from Godot 4.1, this is also possible in C# by adding
| the [GlobalClass] attribute to your file, thanks to Raul Santos
| and Will Nations. You can also use the [Icon] attribute to give
| your global class a unique icon.
|
| Note that as of this release projects made with C# still cannot
| be exported to mobile and web platforms. We are working on
| providing the support as soon as possible, but the resolution of
| this limitation will likely depend on the release of .NET 8 at
| the end of 2023. This means that the work on enabling mobile and
| web platforms can only truly start later this year."
| manishsharan wrote:
| Could someone advise if this is a suitable platform and language
| for 10 year olds to learn Game programming ? My kid feels that he
| has outgrown Scratch and he is looking for a better platform .
| Will GDscript be easy for him to learn ?
| suda50 wrote:
| I haven't used Scratch but I think Godot might be one of the
| easier engines to get into compared to Unity and Unreal Engine.
| GDScript (https://gdscript.com/) is a custom language created
| for Godot and is similar to Python so it will be more
| complicated than creating games with Scratch since you will be
| writing out code explicitly rather than dragging blocks
| together. GDScript is immensely easier to use than C# (Unity)
| and C++ (Unreal), though.
|
| It might be worth looking at GD Quest
| (https://www.gdquest.com/tutorial/godot/learning-
| paths/gettin...) to determine if it's something your kid would
| want to learn and get into. As a developer, I found it very
| easy to start to get started with Godot versus Unity and Unreal
| so it might be a fun adventure for your kid to start learning
| :)
| gmjosack wrote:
| I've been doing Godot development with my 9yo and he loves it.
| If you're looking for something with less emphasis on text
| based programming Construct and GDevelop are engines I've heard
| good things about as a continuation from Scratch.
| gmjosack wrote:
| To add to this I found these tutorials good starting points
| for a structured lesson with my kids. Would do about 30m-1h a
| day (mostly up to whenever they get bored). When we started
| off we'd focus on letting them run the GUI changes and I'd
| work on the code and explain the concepts to them until they
| started wanting to do the coding themselves.
|
| https://docs.godotengine.org/en/stable/getting_started/first.
| .. https://kidscancode.org/godot_recipes/4.x/games/first_2d/i
| nd...
|
| After that my son wanted to switch to making his own game so
| we've been re-implementing boss fights from cuphead and
| lately he wants to make an idle game.
|
| I've also found its fun to just get them to be part of the
| design process in game jams. It's really great to see the
| creative ideas that come out of young kids and game making
| with kids has been super fun and educational.
| speedster217 wrote:
| Anyone have any tutorials on Godot that they recommend?
|
| I've got a small RPG prototype that runs in the console but would
| love to give it an actual GUI/sprite graphics.
| josh_p wrote:
| gamedev.tv has a godot course updated for 4.0. I haven't gone
| through that one but their other stuff is really good. Just
| wait for sale. they usually go down to $10-$15 for a course.
| qwery wrote:
| The official docs[0] are definitely the way to go.
|
| [0]
| https://docs.godotengine.org/en/stable/getting_started/intro...
| cyber_kinetist wrote:
| I've done both the official 2D/3D game tutorials in the
| official documentation, and although the 2D game tutorial
| wasn't that bad, the 3D tutorial was quite disappointing as a
| learning experience. It's still not ported to Godot 4, and
| they use some weird hacky code to achieve some basic gameplay
| stuff. (And the finished game itself isn't really that
| interesting...) Even the 2D tutorial leaves something to be
| desired, since it just dumps heaps of instructions/code at
| you without explaining you a more general picture first
| (which wouldn't be a problem for more experienced
| programmers, but beginners would definitely struggle)
|
| That said... it's still the most comprehensively written
| Godot tutorial to date, so I recommend at least trying out
| the 2D tutorial.
| aglione wrote:
| Nathan from GDQuest was hired to write/improve them
|
| https://godotengine.org/article/we-hired-gdquest-work-
| manual...
|
| I absolutely recommend GDQuest courses, apart from the Godot
| engine they have a very clean idea about writing software.
| risingsubmarine wrote:
| I did one of Heartbeast's courses. Can recommend.
|
| He recently put out one for Godot 4 specifically.
| https://www.youtube.com/watch?v=M8-JVjtJlIQ
| amitmathew wrote:
| We have a free tutorial for Godot 4 that takes you from the
| start to a complete game in about two hours. You can find it
| here: https://quiver.dev/tutorials/create-your-first-
| godot-4-game/.
|
| Disclaimer: I'm the founder of the company that produced this
| course, but the tutorial is free and the custom assets used in
| the tutorial are liberally licensed.
| debacle wrote:
| GD Quest is considered the bog standard right now. It's the
| W3Schools for Godot.
|
| As someone who is switching to Godot from Unity however, I
| think the tutorial ecosystem for Godot is a long ways behind.
| galleywest200 wrote:
| Most of the tutorials I have seen still exist for Godot 3.X
| as opposed to 4.X, so it will just take some time is my
| prediction.
| [deleted]
| krapp wrote:
| Here is my programming tutorial list on Youtube, it has some
| Godot tutorials:
|
| https://www.youtube.com/playlist?list=PLwYfcDZR0fFcROLjkiyBW...
|
| A lot of tutorials you'll find will be for Godot 3 so be sure
| to search for Godot 4 specifically as a filter. Otherwise be
| willing to take into account that you'll have to figure out how
| to make the tutorial code work for your version of Godot (which
| can be an educational experience in and of itself.)
| jokoon wrote:
| I love godot, but:
|
| * gdscript is not python, it's lacking several small python
| things that makes python awesome: list/dict comprehension,
| .items(), sets, although gdscript is quite enough and still quite
| a good language for game dev as it does just everything well,
| especially for natives types etc.
|
| * I tried gdnative and I still need to try gdextension, but so
| far writing C++ for godot seems quite hairy and the programmer
| must use godot types and "new()" everywhere, which is not really
| easy to deal with, so godot is not really a C++ engine, C++ is
| only usable if you want to optimize something a bit tedious,
| which is fine, but important to remember, and it confirms the
| whole "use a scripting language 99% of the time, and use C++ only
| if scripting is not fast enough"
|
| * I would still want to inspect the real potential performance of
| gdscript compared to other languages, and I don't know if
| mono/.net is faster. It seems like a very good language
| especially because it integrate perfectly with how the
| environment is designed, but I'm still curious if they plan to
| improve it.
|
| * I'm planning to make a multiplayer FPS game, but I don't think
| godot provides network prediction, and I wish it did.
|
| * I'm a bit worried about opengl support in the future, it's not
| entirely done yet, and I'm afraid it's too difficult to properly
| implement because new API like vulkan or DX12 are so radically
| different.
|
| Overall godot is the greatest thing that ever happened to open
| source and game development, game development is one area where
| open source has trouble making its teeth, and the lightweight
| design of godot makes it just such a big relief when you compare
| it to monsters like unreal and unity.
| jackmott42 wrote:
| Yes, .NET is faster. Though even AAA games often use slow
| scripting languages for game logic. Many games, the game logic
| just isn't a big CPU hog so it doesn't matter.
| hoten wrote:
| What does network prediction from a game framework look like?
| You describe what properties of objects should be interpolated
| and the engine handles it for you?
| jokoon wrote:
| Yes, I guess, properties like projectile/player velocity?
| Network prediction is a bit tedious to do because it's a lot
| of fine tuning.
|
| It's only useful for latency sensitive games like FPS games
| or any games that involves simple physics with player versus
| player situations.
| bodge5000 wrote:
| > gdscript is not python, it's lacking several small python
| things that makes python awesome: list/dict comprehension,
| .items(), sets, although gdscript is quite enough and still
| quite a good language for game dev as it does just everything
| well, especially for natives types etc.
|
| This is my biggest issue with Godot, although not that GDScript
| isn't python, its that it isn't a "real" language (or I guess
| general purpose might be a better word). In fact its probably
| the only thing I miss from Unity.
|
| To be fair I'm not sure I'd pick Python myself, as much as I
| love the language I'd probably pick something with a bit more
| focus on performance. Go might be a good choice, I dont know.
|
| It's not even that GDScript is bad, in fact without comparing
| it to other languages its pretty great, but you just lose so
| much when compared to general purpose languages. I know theres
| bindings, but having done the same with Raylib the support for
| non-official languages is pretty much non-existent. Its pretty
| bad for Mono, which is an official binding
| sli wrote:
| The official C# bindings are .NET, not Mono. They were using
| Mono in older versions, though.
| jackmott42 wrote:
| There are _official_ bindings to C#, the official docs have
| C# examples in them, and it can use the latest and greatest
| .NET versions, not just mono.
| bodge5000 wrote:
| The docs have c# examples, but the community by and large
| uses gdscript, it's the "default" language. Again, it's the
| same with Raylib, bindings have documentation but it's
| difficult to find anything using that language outside the
| docs.
| billfruit wrote:
| Is this version having c++ support? Is development using c++
| really viable in Godot?
|
| Why did they have to invent GDScript? Is there any reason why
| they could not have chosen a existing language?
| sebastianz wrote:
| This is explained in detail in the F.A.Q. here:
| https://docs.godotengine.org/en/stable/about/faq.html#doc-fa...
| xwowsersx wrote:
| If anyone here has created something using Godot that is publicly
| available, would you kindly provide a link to share it here?
| gmjosack wrote:
| The 4 games on this page were all made in Godot:
|
| https://gareb3ar.itch.io/
| gerardpg wrote:
| Outstanding work, congratulations to the Godot team.
| SturgeonsLaw wrote:
| Godot is super cool and I have a ton of respect for all the
| people who put in time to make software like this and Blender et
| al so damn good
| birracerveza wrote:
| Godot may not be able to take on Unreal, but I certainly am
| cheering for it to take over Unity.
|
| Excellent engine, and more and more developers are rightfully
| recognizing its potential.
| ehnto wrote:
| Unity is it's own beast like Unreal but in a different way,
| Unity as a platform supports mobile monetization in a way other
| platforms don't and Godot won't be cutting their lunch in that
| ecosystem any time soon.
|
| But I suspect you mean for indie dev, in which case I totally
| agree. Godot is the lightweight, get out of your way and build
| shit framework that people want Unity to be. Godot is better at
| that task by a long shot.
| birracerveza wrote:
| It's very telling that Unity is where it is because of
| monetization.
|
| Godot on the other hand is being picked up because it's an
| excellent engine. Maybe it's not going to kill Unity, but
| it's certainly going to relegate it to a shovelware low
| effort money grab engine.
| resoluteteeth wrote:
| > It's very telling that Unity is where it is because of
| monetization.
|
| No, it's absolutely not. It may happen to have mobile
| monetization features built in but it's where it is because
| it's been the best general game engine for everything other
| than AAA 3d games, although Godot is catching up.
| stuckinhell wrote:
| if you can replicate the marketplace, you probably could take
| on Unity
| TillE wrote:
| It would be insane to even try to compete with Unreal, an
| engine focused on AAA games that's been around for decades,
| with a large full-time staff. No open-source project will ever
| match them, because it's a moving target.
|
| Fortunately Unreal Engine is a poor choice for many types of
| games, and Godot is doing a great job carving out its niche
| with 2D games and simpler 3D games. There's still a big market
| for 2D games, and surprisingly there aren't a ton of engines
| which do a good job supporting them. Godot is easily among the
| best.
| nomel wrote:
| > Fortunately Unreal Engine is a poor choice for many types
| of games
|
| Do you have some examples? Seeing these 2d games made me
| question some assumptions I heard [1].
|
| [1] https://youtu.be/wreOjWVGkys?t=43
| dvtkrlbs wrote:
| I mean the problem is 2d game tools isn't getting loves for
| some time. Paper2d which is the main component of UE for 2d
| games still haven't updated with UE 5 last time I checked.
| So it misses a lot of feature parity.
| d11z wrote:
| The main contributor/developer behind Godot also released a very
| handy little tool that is capable of fully decompiling anything
| made with Godot:
|
| https://github.com/bruvzg/gdsdecomp
| nightowl_games wrote:
| Cool tool but the main, lead, original developer of Godot is
| reduz - Juan Linietsky.
| [deleted]
| johnday wrote:
| Godot is a super impressive piece of kit. I'm waiting for a
| reason to start a new game project so that I can get to grips
| with it more firmly, but what they've been able to do with a
| relative small team puts Unity to shame. (Even more than Unity
| puts itself to shame)
|
| > This update fixes over 900 issues that users have reported from
| using Godot 4 or while helping contributors test 4.1 with pre-
| release builds.
|
| Fixing that many issues while further improving performance and
| stability is itself worthy of commendation. Well done Godot team!
| raincole wrote:
| Fixing 900 issues is definitely impressive, but Godot is
| probably one of repos with the most open issues on GitHub
| (5000+ at this moment).
|
| Again the number of open issues is not a good indicator of
| software quality anyway.
| SpaghettiCthulu wrote:
| To be more specific, godot has 8009 open issues at the time
| of writing.
|
| Certainly one of! I'm only aware of flutter/flutter and rust-
| lang/rust outranking it.
| qwery wrote:
| Godot's issue tracker is very popular! There have been ~4700
| issues created _this year_ , more than half of which have
| been closed, with ~2000 currently open.
|
| Also of note, there's an open proposal[0] 'Automatically
| close old issues in a way everyone should be happy with'
| attempting to deal with the significant backlog.
|
| [0] https://github.com/godotengine/godot-
| proposals/issues/3481
| baud147258 wrote:
| Actually it's 8000+ open issues on Github. It seems the
| number is capped at 5k in the header of the Github webpage.
| On the other hand, it's got 34k closed issues, so it's not as
| if the devs weren't working on this
| Sakos wrote:
| I wonder how it ranks compared to other github projects in
| number of issues opened vs issues closed/resolved, median
| time to resolve issues, etc.
| raincole wrote:
| TIL.
|
| Github should give them a special badge (Github
| achievement?) for breaking the 5k limit.
| retrofuturism wrote:
| In this case the number of open issues is a good indicator of
| usage. Well done Godot!
| koromak wrote:
| I started using Godot for the first time last week! First attempt
| at game dev. I'm finding it quite friendly to learn.
| bodge5000 wrote:
| Great to see a focus on reliability, I moved back to Godot 3.5 as
| 4 kept crashing for me so I've been missing out on some of the
| new features (suprisingly, the one I was most excited about is
| the improvements to procedural skyboxes, and they certainly lived
| up to the hype)
| 29athrowaway wrote:
| There is a Star Fox clone made in Godot, Ex-Zodiac. Cool game.
| skrowl wrote:
| [dead]
| ireallywantthat wrote:
| Godot is really turning good release by release. I'm very happy
| for Godot and the team. I'm interested in these features from
| Godot in future. I hope they implement them in Future Releases.
|
| 1. FSR2
|
| 2. Excellent Wayland Support
|
| 3. LLM Integration. It might make NPCs more realistic
| eBombzor wrote:
| Hardware accelerated ray tracing?
| chme wrote:
| > 3. LLM Integration. It might make NPCs more realistic
|
| Not sure. That doesn't seems game engine related and more game
| specific. I think integrating LLM is just some scripting in
| your game.
|
| In terms of AI integration, I would be more interested in AI
| supported design. Like you describe a map, character or
| scenario, and the AI will generate something for you, which you
| then can customize and adapt. But even that is probably best
| done outside of the core game engine...
| nightowl_games wrote:
| Godots killer feature is the integrated documentation.
| southwesterly wrote:
| So much yes to this. I like being offline when I work to avoid
| distractions and this is amazing.
| nightowl_games wrote:
| The unity documentation drives me nuts.
|
| I also compile Godot when I use it so I can read the source
| and step thru stuff if I ever have a problem.
|
| I get paid to use Godot tho, and am a contributor, I'm not
| the typical user.
| jcmontx wrote:
| First time hearing about this engine. How does it compare to
| Unity/Unreal? Not a game dev btw
| LanceH wrote:
| Unreal has everything in 3D game development. On the downside,
| Unreal has everything in 3D game development. Godot can
| definitely make 3D games, but if you need Unreal level tooling,
| there is only one choice. 3D games are definitely possible in
| Godot.
|
| I see the 2D comparison much stronger for Godot. The biggest
| draws for Unity are if you already know it, you are already
| excellent with C#, or if you need to deploy to consoles.
|
| Godot has everything I've wanted in 2D development (as a
| serious hobbyist). I can get straight into the source code and
| modify the engine as needed. I really, really like the
| composition model of building out nodes, Godot and it leads to
| excellent code reuse. No licensing issues at all.
|
| Asset stores are definitely better for Unreal and Unity.
|
| As a hobbyist I'm incredibly happy with Godot. I could
| definitely see it for 2D PC development. If I had consoles in
| mind Unity.
|
| Anything 3D I would invest my time in Unreal. Godot might be
| able to handle a current 3D project, but as I move on from that
| project I would be looking at Unreal with envy.
| chii wrote:
| godot is less "full featured" than UE. It can compete with
| unity in terms of features, but i think the ecosystem for unity
| is much bigger.
|
| Godot is much easier to learn and use imho. And being open
| source means you have access (unlike unity).
| clessg wrote:
| I haven't seen it mentioned yet, so does anybody have experience
| comparing Phaser with Godot (for 2d games)?
| xyzzy3000 wrote:
| I like the engine, but the name is essentially one that has no
| consensus on how it should be pronounced (emphasis on the first
| syllable, emphasis on the second, or equal emphasis on both).
|
| Some background here in the context of the original play from
| which the name is derived - sorry about the paywall:
| https://www.nytimes.com/2013/11/12/theater/the-right-way-to-...
| amitmathew wrote:
| It's funny, I met the two co-creators of Godot at GDC this year
| and they both pronounce it differently. So there may never be a
| consensus!
| ubermonkey wrote:
| Man, I've been WAITING for this!
|
| (What, nothing? I'll show myself out.)
| aero-glide2 wrote:
| Sadly GPT hasn't been trained on GODOT 4, so it's been very
| difficult to develop.
| krapp wrote:
| What if I told you... it's possible to write your own code?
| sen wrote:
| I recently switched almost entirely from Unity to Godot 4.0 (not
| a career game dev, I just make small/indie/itch.io type stuff)
| and I've been absolutely loving it. It's such a breath of fresh
| air. It's light, fast, easy to learn, and can do 90% of what you
| need as a solo/indie type developer.
|
| The only thing stopping me from swapping over entirely and giving
| up Unity for good is the bug that means games take forever to
| load on itch.io if the user has MacOS (long enough that they
| think it's broken and close the tab). A majority of the games I
| make are educational and/or targeted at kids who are using iPads
| or MacBooks, and being able to link them to itch.io is a LOT
| easier than teaching them (and convincing the device owner) to
| install the game locally.
|
| They say they're working on it (quoted below), but until then I'm
| pretty much stuck using Unity for a few projects still. If/when
| they fix this, I think Godot could really take off for the
| itch.io/gamejam/etc type crowd.
|
| > As of 4.1 web exports still have some limitations due to poor
| vendor support of certain modern features. Browsers with bad
| WebGL 2 support, such as Chrome on macOS, unfortunately suffer
| from issues which we cannot address without a fix from Google or
| a significant amount of effort put into supporting a dedicated
| WebGL 1 / GLES2 renderer.
|
| > We are also aware of the complexity setting up web games on
| hosting platforms which don't let you set the required CORS
| headers for SharedArrayBuffer support. This mostly depends on
| Safari implementing the coep:credentialless header support, while
| Chromium-based browsers and Firefox already work fine (especially
| if you publish on itch.io). There is a possible workaround that
| we are investigating.
| mentos wrote:
| Any opinion on the state of VR on Godot? I'm using UE4 which I
| have 9 year's experience in and not the biggest fan of Unity
| but would be curious to try out Godot.
| FireInsight wrote:
| I just _very_ recently started working on a VR game in Godot
| and the setup was very easy. They also have a project where
| common parts such as teleporting are implemented, which I
| didn 't try yet, but which seems cool.
| sen wrote:
| I don't do VR, but I've seen some videos on YT showing people
| do VR stuff in Godot so it "works", but I'm not sure how
| well.
| nurple wrote:
| It's a dream compared to UE. I tried on and off over a couple
| years to power through building some toy VR apps in UE and
| was never really able to make much progress past their prefab
| maps. It's just so freaking complex that, IME, the fun of the
| process gets crushed under the weight of making zero forward
| progress.
|
| As I started a NixOS immersion program a few months back I
| was looking for a new platform that I could do 100% of my dev
| on Linux. Ran into godot searching vids on YouTube and was
| really impressed with the workflows so I installed godot and
| steam (home.packages = [ pkgs.unstable.godot_4 pkgs.steam ]).
| With openXR support built into godot 4, it automatically
| picked up the shared lib that stream dropped and in under an
| hour was walking around using my index and Vive in a VR env
| and could also build a package for my son's quest.
|
| Within a month on-the-side I had built a tabletopesque tank
| battle game with a custom ray-based suspension over high poly
| terrain, particle effects, ballistic artillery, and a unique
| controller input scheme based on the tilt of the controllers
| (left for body rotation, right for turret). The physics
| engine is great, rocking the body on fire was simple as an
| inverse impulse of the shell spawn vector, and the body
| properly rolls under both lateral and longitudinal axis by
| virtue of the damped shocks.
|
| All that to say, I think the biggest difference is that with
| godot 90% of my effort, code, and time was spent writing
| implementation code for my game while on UE it was spent
| writing integration code.
|
| You obviously miss out on hot topic things like nanite et al,
| but I learned a long time ago that fidelity has no
| correlation with an engaging game. The other con will likely
| be around performance, it's passable at 90hz, but if you want
| to start hitting framerates like 144hz, the critical code
| will probably need to drop to C++ using GDExtention.
|
| I've also noticed that, with the popularity gaining in gltf,
| that it was rather trivial to find quality assets with native
| support.
|
| I'd recommend watching some vids on creating VR apps, and
| another great resource, if you want to grok the interface
| code, is godot's xr-tools project:
| https://github.com/GodotVR/godot-xr-
| tools/tree/master/addons...
| prox wrote:
| Your experience also confirms what I feel Godot is
| particularly suited for : playtesting and pre-production of
| parts of your game.
|
| You could quickly bang together all kinds of parts to see
| if your idea works, and then incorporate those in other
| engines if you so wish.
| HanClinto wrote:
| I'm in a similar boat, and eventually realized that Godot 3.5.2
| is still the LTS version and still exports just great for the
| web -- this is the example that convinced me it was time to
| switch: https://yet-another-lucas.github.io/plumbing-adventure/
|
| After I realized this, I decided to switch from Godot 4.0 C# to
| Godot 3.5.2 with GDScript and I've been happy ever since. I've
| even got it set up with a CI/CD pipeline to automatically
| build-and-deploy to Github Pages whenever I commit to master --
| these CI/CD pipelines are pretty sweet.
|
| https://www.reddit.com/r/godot/comments/q25riu/hosting_on_gi...
| schemescape wrote:
| How long should that game take to load?
|
| It took a good 20 - 30 seconds for me.
| henryfjordan wrote:
| loaded very quickly for me, 1-2s maybe on a macbook pro on
| 13.2.1
| cven714 wrote:
| > https://yet-another-lucas.github.io/plumbing-adventure/
|
| Nice, I made a version of that game myself following the
| tutorials of https://www.youtube.com/@uheartbeast
|
| This was a while ago, he recently put out a ton of new
| tutorials for Godot 4, good stuff for quickly getting your
| hands dirty. You're beyond that point I'm sure, just throwing
| them out here for anyone else looking for nice intro content.
| sli wrote:
| I would say Heartbeast's courses are overall _much_ better
| than your typical tutorial content, primarily because they
| are structured and built like courses rather than
| tutorials. I paid for a couple of his courses a while back
| after doing one of his free ones and do not regret it, they
| were excellent.
| HanClinto wrote:
| Thank you for the link! I didn't make the linked example --
| my work is MUCH simpler than that. :D This was what someone
| else built and packaged and convinced me that this
| performance is finally rivaling the Flash experience that
| I've been missing for so long.
| eieio wrote:
| I've built 5 small browser-based game-jammy games (e.g. nothing
| that took me more than ~2 weeks) in Godot 3.5 this year[1] and
| have largely enjoyed the experience - I'll echo other folks and
| say that you might just be happy using Godot 3.5 until Godot 4
| has functional web exports.
|
| Godot 4 _does_ come with some language improvements that I'm
| excited about, particularly around better typing support and
| fewer places where you need magic strings (e.g. you can refer
| to signals by name!) - I suppose if that's a big sticking point
| for you (totally reasonable!) then waiting might just be
| better.
|
| I will say that at times I've been frustrated by the Godot 4
| team's perspective that the MacOS breakage is a Chrome bug and
| not a regression in Godot[2]. It's really a question of
| semantics and prioritization more than anything but it's hard
| for me to not see the behavior as a regression when a feature
| that I rely on in Godot 3 is broken in Godot 4.
|
| That said I'm very grateful for all the work that's gone into
| Godot 4 (and prior versions) and I'm very excited for the day
| that I get to use it!
|
| [1] They're all over at https://eieio.games/ if you're curious!
|
| [2] https://github.com/godotengine/godot/issues/70691
| xwowsersx wrote:
| Is anything you've built with Godot publicly available
| somewhere? If so, can you share?
| Nezteb wrote:
| Yeah I tried to participate in a Ludum Dare jam shortly after
| 4.0 came out and was hit with the web export issues.
|
| Here are some issues worth tracking:
| https://github.com/godotengine/godot/issues?q=is:open+is:iss...
| flohofwoe wrote:
| > Browsers with bad WebGL 2 support, such as Chrome on macOS.
|
| This caught my eye. I haven't run into any WebGL2 problems so
| far on Chrome/macOS, would be interesting to know what
| specifically those problems are (however I'm also staying away
| from some WebGL2/GLES3 features which are known to cause
| trouble not just on WebGL2, mostly uniform buffers and
| generally some buffer update patterns that work well on native,
| but not on WebGL (such as 'buffer orphaning').
| hoten wrote:
| Also curious what this refers to. Anyone find a crbug?
| omoikane wrote:
| Probably this one: https://crbug.com/1324296
|
| Linked from here:
| https://github.com/godotengine/godot/issues/70691
| hoten wrote:
| > Our team's goal is to ship ANGLE's Metal backend
| imminently. Blocking on that shipment so that hopefully
| we don't have to diagnose this more deeply.
|
| Fantastic news for the Godot folks.
| g4zj wrote:
| I'm a macOS user who makes games using Godot and publishes them
| on itch.io, and I haven't experienced this issue. Can you link
| to an example where this occurs, and provide some information
| on how the build was exported?
| HanClinto wrote:
| You're probably using 3.5.x? The majority of web export
| issues only happen on 4.X.
| g4zj wrote:
| I have both installed and am migrating a game between them
| now. I don't believe I've actually exported the 4.x version
| for using the HTML5 profile just yet, so I'll have to give
| that a go.
| HanClinto wrote:
| It'd be worth your time before you get too deep. The two
| issues that I ran into:
|
| * CORS issues -- deploying on some sites (esp. gitlab and
| github pages) runs into issues because of shared buffer
| requests.
|
| * Assuming you get past the CORS issues, there is still
| extremely slow load on OSX Chrome -- the app eventually
| loads, but holy smokes it takes forever.
|
| Both of those nearly made me give up on Godot, but I'm
| very happy to stay with 3.5.x until those get resolved.
| g4zj wrote:
| Thanks for the information. I am mostly migrating the
| game to get a first-hand idea of some of the changes I'm
| most likely to run into while developing the next one.
|
| I, too, am happy to stay with 3.5.x. It works pretty well
| for my purposes, though hopefully 4.x will be a viable
| option for me soon.
| gmjosack wrote:
| This is definitely a known issue that I've personally
| experienced but is even listed as a warning on the docs[1].
|
| > Godot 4's HTML5 exports currently cannot run on macOS and
| iOS due to upstream bugs with SharedArrayBuffer and WebGL
| 2.0. We recommend using macOS and iOS native export
| functionality instead, as it will also result in better
| performance.
|
| > Godot 3's HTML5 exports are more compatible with various
| browsers in general, especially when using the GLES2
| rendering backend (which only requires WebGL 1.0).
|
| Web exports are essentially unusable for Mac users. It's the
| biggest complaint I get from my games using Godot 4.x.
|
| [1] https://docs.godotengine.org/en/stable/tutorials/export/e
| xpo...
| DarkNova6 wrote:
| As somebody contemplating building a 2D strategy game, how good
| is the C# support?
|
| This was a killer feature for Unity over Unreal. If Godot has
| similarly good integration, it looks like a better choice.
| sirwhinesalot wrote:
| It's still a bit janky compared to their own GDScript, but C#
| is supported yes. Because there are two languages though, and
| C# is the second class citizen, you won't find as many
| examples on how to do things in C# as in GDScript.
| DarkNova6 wrote:
| Thanks for the input. Given my background, I think I can
| figure out the syntax just fine if necessary. I am just
| sceptical of languages where typing is not strictly static
| (and I give a hard pass on pure dynamic typing).
| runevault wrote:
| FYI a lot if not all of the core docs actually have tabs
| on any code samples to switch between c# and gdscript so
| while tutorials from third parties tend to focus on one
| or the other, the core docs are a bit better.
|
| I've started going through a tutorial on youtube from I
| think finepointCGI about a horror game in Godot, he is
| actually doing it twice, once with GDScript and once with
| c#, so if you want to see someone with some godot
| experience using c# give it a look.
| WinstonSmith84 wrote:
| It works relatively well, and actually better than in Unity
| (which use an older C# version), but unfortunately it does
| not work everywhere. For example, it's not possible to export
| to the web, which was to me the main show stopper. I needed
| C# due to some libraries, and I needed that it runs in a
| browser, so that was game over, no pun intended.
|
| Apart from that, I really preferred Godot over Unity. Faster,
| more consistent, better learning curve, etc.
| Doddler wrote:
| Are you sure it can't export c# to web? I would have
| assumed that as true but Godot's documentation does not
| list that as a limitation, and in fact offers c# code on
| how to use the JavaScript interop, something that would be
| pretty meaningless without support.
| WinstonSmith84 wrote:
| Yes. https://godotengine.org/article/godot-4-1-is-here/
|
| > Note that as of this release projects made with C#
| still cannot be exported to mobile and web platforms. We
| are working on providing the support as soon as possible,
| but the resolution of this limitation will likely depend
| on the release of .NET 8 at the end of 2023. This means
| that the work on enabling mobile and web platforms can
| only truly start later this year.
| DarkNova6 wrote:
| Thank you, this is really helpful input. It does seem
| likely Godot will be our engine of choice.
| TillE wrote:
| It's worth noting that Godot 4 is using actual .NET instead
| of Mono, so you get all the tooling support that implies,
| including seamless debugging with Visual Studio, etc. Unity
| has been promising that transition for years, but I'm pretty
| sure they're still using some customized version of Mono.
|
| So you can write a game with .NET 7 and everything is great.
| There's a little bit of extra overhead when making calls into
| the Godot engine, so you still may want to use bits of C++
| for performance where it matters, but otherwise there are
| only a few rough edges left.
| gabereiser wrote:
| Unity wants to transpile it to C++ code. IL2CPP where they
| take the IL code of your C# and translate it into C++ for
| speed. So yeah, not only are they NOT using dotnet tooling
| but they are going the opposite direction.
| doctorpangloss wrote:
| > ...who are using iPads or MacBooks, and being able to link
| them to itch.io is a LOT easier than...
|
| The instant game streaming service I develop targets Unity (see
| https://appmana.com/watch/virtualtestdrive for an example) and
| I was considering supporting Godot. But it would probably make
| more sense to fix web exports.
|
| Other than time and money, what obstacles did you face
| contributing a web export fix for Godot? I am not saying that
| you should, but I'm sure it crossed your mind.
|
| In the game services business, it's my opinion that in order to
| thrive, you target people who pay. Because Unity costs money,
| it attracts developers who pay. It's the halo effect. I wonder
| how the Godot ecosystem attracts developers who pay.
| loustak wrote:
| I have shipped two small projects using Godot 3. It's a cool
| engine but to me it can improve on the following points to be
| considered a mature engine for a new indie project: * GDscript is
| cool but lacks features such as better typing and lambdas over
| generic nodes. * I have encountered many bugs in the Engine more
| than when I was using GameMaker. * It lacks native mobile
| monetization.
|
| Other than that I'm much more enjoying working with Godot than
| Unity.
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