[HN Gopher] Godot 4.6 Release: It's all about your flow
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       Godot 4.6 Release: It's all about your flow
        
       Author : makepanic
       Score  : 215 points
       Date   : 2026-01-26 18:32 UTC (4 days ago)
        
 (HTM) web link (godotengine.org)
 (TXT) w3m dump (godotengine.org)
        
       | brooke2k wrote:
       | wow, this release looks really cool! this part especially:
       | 
       | > With the new LibGodot, you can now embed the engine directly
       | into your own applications. Instead of running Godot as a
       | separate executable, you can control startup, manage the engine
       | loop, and integrate it seamlessly into custom workflows.
       | 
       | it might seem like a small thing but the IoC setup of Godot makes
       | it really annoying to build certain game infrastructure
       | (specifically in my case, automated testing) because everything
       | is beholden to the main engine loop, to the node tree getting
       | mounted, etc. being able to take control of that and have the
       | engine run under your own terms is super cool.
       | 
       | that being said, I'll probably wait for a couple versions before
       | trying it out on my game since I'm sure it's not exactly battle-
       | tested yet
        
         | mon_ wrote:
         | > I'll probably wait for a couple versions before trying it out
         | on my game since I'm sure it's not exactly battle-tested yet
         | 
         | Who better to do the battle-testing?
        
       | jokoon wrote:
       | I am curious to see how much the editor have been increasing in
       | executable size after each version
        
         | Lalabadie wrote:
         | Comparing the win64 build for each version. For 12 years of
         | growing scope, that seems pretty good to me:
         | 1.0 - 9.4  MB (2014)       2.0 - 12.3 MB (2016)       3.0 -
         | 20.2 MB (2018)       4.0 - 51.6 MB (2022)       4.6 - 79.4 MB
         | (2026)
        
           | embedding-shape wrote:
           | As something to compare to, I picked a random repository from
           | what GitHub Explore showed, clicked on the first that looked
           | like a desktop application (https://github.com/siyuan-
           | note/siyuan/releases/tag/v3.5.4), and their Windows binary is
           | currently 166MB for a "privacy-first, self-hosted, fully open
           | source personal knowledge management software".
           | 
           | I'd claim 80MB for an entire game engine + editor for said
           | engine is very good.
        
           | ash-b-dev wrote:
           | That is actually pretty amazing for a game engine. I'm not a
           | game dev and I've only ever made some tiny games in Unity
           | back in college but this makes me want to install Godot and
           | try making games again.
        
           | riidom wrote:
           | What is to note here, this is without export templates, these
           | are ~800MB extra (200 per platform, but it seems like you can
           | download only all at once nowadays).
           | 
           | Engines like Unity and UE include those in the primary
           | download already.
        
       | roflcopter69 wrote:
       | I'm pretty excited about libgodot! Let's see what use cases
       | people can come up with for it.
        
         | torginus wrote:
         | Afaik due to how .NET webassembly works, it expects to own the
         | main loop, so I think the main motivator of this change was to
         | enable .NET in Wasm builds.
        
       | eudamoniac wrote:
       | They're still quintupling down on their sad Python-lite clone
       | language and toy inbuilt text editor, what a damn shame. Still no
       | way to avoid GC in C#. Godot had real potential, but they
       | continue to insist it is a playground for learning about game
       | development, rather than a tool to release a real game. If a
       | fraction of gdscript and editor manhours had gone into real
       | engine development, it would be better than Unity by now.
        
         | danbolt wrote:
         | My philosophy has always been "ergonomic scripting or drop to
         | C++", so I'm quite okay with it.
         | 
         | C# has always felt a bit clunky to me. It's nice to have
         | alternatives.
        
         | roflcopter69 wrote:
         | Is the GC in C# actually that much of a problem? Slay the Spire
         | 2 is made with Godot + C# and the devs seem to be fine with it.
         | Of course, it's probably not a computationally very demanding
         | game but still the GC in C# does not seem to be a problem
         | there.
        
           | eudamoniac wrote:
           | Yes it is a big problem. StS devs cannot write normal C#
           | code, you have to really work around the C# integration to
           | avoid lag spikes. See my other comment GitHub thread. There's
           | also things like this
           | https://github.com/godotengine/godot/issues/86926 and that
           | the underlying types aren't compatible (Godot collections)
           | that make it clear they aren't serious with the C# support.
           | 
           | The other huge problem is the terrible external editor
           | support, it does not work well at all. This means your vim,
           | jetbrains, whatever muscle memory from a lifetime of
           | professional dev work becomes useless, and you have to use a
           | gimped text editor worse than notepad++. You can use an
           | external editor, but then lots of things don't work very
           | well, scenes get randomly corrupted, hot reloading doesn't
           | work, etc. It's many issues like this that prove Godot's only
           | priority is attracting and entertaining people who have never
           | written code before, instead of making an engine viable for
           | shipping games.
           | 
           | I gave Godot a real chance for years, but at the end of the
           | day it's a toy. There's a good reason that there are barely
           | any games using it, and they're all extremely technically
           | simple; surprisingly, that reason is _not_ an unsophisticated
           | underlying engine, but rather a million DX papercuts that a
           | good ambitious developer would just never accept.
        
             | roflcopter69 wrote:
             | > StS devs cannot write normal C# code, you have to really
             | work around the C# integration to avoid lag spikes
             | 
             | Do you have any sources for this? A while ago I had a small
             | chat with the StS devs on the Chickensoft Discord server
             | and they didn't mention this. Instead they were overall
             | just very positive about their Godot + C# experience.
             | 
             | > The other huge problem is the terrible external editor
             | support
             | 
             | Have your recently tried JetBrains Rider for Godot + C#
             | development? Lately, they've been quite actively improving
             | the Godot integration https://github.com/JetBrains/godot-
             | support and also showing some significant commitment
             | https://godotengine.org/article/jetbrains-joins-dev-fund-
             | sup... and tbh I can't share your experiences since I'm
             | using Rider. Even hot reload works really well without
             | losing the running game state.
             | 
             | > There's a good reason that there are barely any games
             | using it, and they're all extremely technically simple
             | 
             | Well, as of now when checking
             | https://steamdb.info/tech/Engine/Godot/ there are 6,109
             | games made with Godot engine on Steam with 2,568 of them
             | having been released in that last 12 months so there is a
             | strong growth going on right now. But I agree that most of
             | those look technically simpler.
             | 
             | > but rather a million DX papercuts that a good ambitious
             | developer would just never accept
             | 
             | I think you're generalizing a bit too much here. You're
             | implying that the StS devs or the devs of Road to Vostok
             | are not ambitious?
             | 
             | I don't know man, there's more nuance to this. Don't get me
             | wrong, I'm aware that Godot + C# still has a bunch of
             | shortcomings and there's still some catch up to do but
             | overall it's imo already quite pleasant to use.
        
             | bzzzt wrote:
             | You can make up some 'critical defects' for every tool and
             | engine in the universe. So what game engine is perfect for
             | an 'ambitious developer' to use?
        
               | plopz wrote:
               | bevy?
        
               | eudamoniac wrote:
               | Unity, Unreal, Monogame are a few engines via which
               | ambitious games are regularly shipped. Godot is not among
               | them because Godot has very few good games in it, with a
               | terrible use:release ratio, which is in turn because it
               | is primarily a game dev tutorial platform.
               | 
               | I'm not sure if there is any example of a studio or
               | person making their second game in Godot when their first
               | was not, and this rare occurrence seems to me a product
               | of the "wow this shit is just not a serious engine
               | compared to what I was using" effect.
               | 
               | Games are very complicated to make and take a very long
               | time. Any unneeded friction will compound into games not
               | getting shipped at all most of the time. Godot is
               | uniquely frictional outside the basic happy path.
        
             | kittiepryde wrote:
             | I use visual studio pro and when I hit F5, my game runs in
             | the godot ide. I can pipe the log output back to visual
             | studio. So, I think the integration is quite good, imo. (
             | sorry for formatting on phone )
        
           | socalgal2 wrote:
           | I don't know about it's use in godot but it's obvious it's
           | not a problem to shipping a good game
           | 
           | https://unity.com/blog/games/games-made-with-
           | unity-2025-rele...
        
         | dandersch wrote:
         | Very true. While I believe there can be a place for a language
         | tailored specifically for gamedev, GDScript certainly is not
         | it.
         | 
         | C# support seems to have been added reluctantly, because the
         | prospect of attracting unity devs was to good to pass on. But
         | then they switch over and realize it is treated like the ugly
         | stepchild and the hope is that you will just use their
         | scripting language to avoid the friction.
         | 
         | And don't get me started on using GDExtension for other
         | languages. Claiming C/C++ is available as a scripting languages
         | in the same sentence as GDScript is a joke.
         | 
         | I'll look into Libgodot, maybe it's an option.
        
           | roflcopter69 wrote:
           | Can you please elaborate why you think C# is not really well
           | integrated into Godot? I'm using it myself and it seems fine
           | to me. There's quite a community around Godot + C# check out
           | https://chickensoft.games as well. FWIW the Slay the Spire 2
           | devs also seem to be happy with Godot + C#
        
             | dandersch wrote:
             | For the record I would still choose C# out of all the
             | options for a bigger game (GDscript with strict type-
             | hinting might suffice for small ones). My main complaints
             | that I can still remember:
             | 
             | - deprecated web export for C# with Godot 4. This is
             | basically my main gripe and why C# has been a non-starter
             | for me.
             | 
             | - Engine still has a separate binary for C# support. I
             | think they are working on unifying them. But once you use
             | the .NET one you can't export to web even when you don't
             | use C#.
             | 
             | - setting up debugging+lsp was a pain and consistency was
             | very flaky afterwards
             | 
             | Also a lot of the editor workflow is built around using
             | GDScript with the built-in text-editor. I don't actually
             | mind it that much, but you asked why it's not as well
             | integrated and that's an obvious one for newbies. If your
             | experience was wildly different, please do tell.
        
               | roflcopter69 wrote:
               | Thanks for sharing your experience. Mostly very fair
               | points.
               | 
               | Yes, exporting Godot + C# games to web is not possible
               | right now and it seemingly takes the maintainers quite a
               | lot of time to figure it out. It's apparently an official
               | priority https://godotengine.org/priorities/#enable-
               | users-to-export-t... but I wouldn't hold my breath for
               | now.
               | 
               | Similarly for the new GDExtension based C# bindings
               | https://github.com/raulsntos/godot-dotnet which have been
               | cooking for quite a while now. Those would make it
               | possible to only have a single Godot build and get rid of
               | the .Net build. Tbf, the maintainers were teasing that
               | godot-dotnet will soon(tm) be ready for early testing so
               | who knows.
               | 
               | About setting up debugging+lsp, what were your struggles?
               | Personally, I'm quite happy with JetBrains Rider Godot
               | integration https://github.com/JetBrains/godot-support
               | and JetBrains seems to be quite committed to supporting
               | Godot https://godotengine.org/article/jetbrains-joins-
               | dev-fund-sup... you even get support for Edit and
               | Continue (EnC), which is what's easy to confuse with hot
               | reload but EnC is actually the thing that makes it
               | possible to change C# code while the game is running and
               | the changes are reflected without losing the game state.
               | Really handy. AFAIK you can't get this with open source
               | C# tools like netcoredbg so I'd understand if you'd think
               | that the Godot + C# DevEx is quite lacking if you use
               | something like Neovim or Zed. I think VSCode has actually
               | pretty good support but the really good tech behind the
               | C# extension is proprietary and cannot be used by forks
               | like Cursor or Windsurf.
               | 
               | But I totally agree, the GDScript integration is what
               | Godot cares the most about and it shows in many places in
               | the editor. So my experience is not wildly different in
               | that sense. Just some different aspects I focus on maybe.
               | But I'm always curious to see how people approach this
               | stuff and what they feel about it.
        
               | dandersch wrote:
               | > It's apparently an official priority
               | 
               | I've been following the github issue for C# web export
               | and let me tell you: It's not been a priority.
               | 
               | > EnC makes it possible to change C# code while the game
               | is running and the changes are reflected without losing
               | the game state.
               | 
               | sounds exactly like code hot reload to me? It would be
               | very nice to have.
               | 
               | > About setting up debugging+lsp, what were your
               | struggles?
               | 
               | > Godot + C# DevEx is quite lacking if you use something
               | like Neovim or Zed
               | 
               | you got me. I tried integrating a Godot workflow using
               | neovim and at some point with emacs. Both were subpar.
               | This actually reminds of another pain point: gdshader.
               | Also very integrated with the editor just like GDscript,
               | which makes it another thing you have to work on getting
               | integrated with your IDE of choice - or you bite the
               | bullet and just use the editor for this. But shaders are
               | such a massive shitshow that I can't really blame Godot
               | for this.
        
               | brooke2k wrote:
               | FWIW, Rider has very good support for keybindings - I
               | can't vouch for vim bindings directly but their emacs
               | keybinding scheme is brilliant, IMO it's the next closest
               | thing to working from Emacs itself. So I'm guessing the
               | vim bindings support is similarly fantastic.
               | 
               | I spent ages trying to get Emacs to work well with C#
               | stuff, because I can't stand using IDEs that don't have
               | some sort of emacs-style keybinding support, but
               | eventually I bit the bullet and started using Rider and
               | honestly it's been amazing and worked seamlessly with
               | everything I've thrown at it (especially Godot). Highly
               | recommended.
        
             | eudamoniac wrote:
             | https://github.com/godotengine/godot-proposals/issues/7842
             | 
             | For starters. Read through this thread and be appalled.
        
           | brooke2k wrote:
           | that's not been my experience at all. I've found that Godot
           | works exceptionally well with C#, and I've felt zero pressure
           | to use GDScript. It integrates really well with Rider too,
           | which is the C# IDE I use. Even when there's places online
           | that use GDScript examples, they tend to translate pretty
           | much directly 1:1 to C#.
        
             | TulliusCicero wrote:
             | Rider seems neat, and I'd be happy to purchase a license,
             | but subscription only? No thank you.
        
         | cheeseomlit wrote:
         | Agreed 100%, C# is obviously a second-class citizen and I'm not
         | going to waste my time with GDScript. It really is a shame
         | because there are so many things to like about Godot, but the
         | litany of issues with C# support due to their focus on GDScript
         | has just soured the whole thing for me. Unity is just not an
         | option as far as I'm concerned due to their bizarre licensing
         | fiasco (and their own mountain of technical issues). So it's
         | Monogame/FNA for me I suppose.
        
           | cardanome wrote:
           | > I'm not going to waste my time with GDScript.
           | 
           | The GDScript hate is so odd.
           | 
           | If you know any scripting language you know GDScript. How
           | much time are you wasting when it takes one afternoon to
           | learn? And nowadays it even has gradual typing support for
           | those that are scared of dynamic types.
           | 
           | I have seen C# devs coming to Godot being super prejudiced
           | against GDScript and then end up using GDScript anyway
           | because it is just more pleasant to use.
        
             | krapp wrote:
             | I don't hate it, but I don't like it either.
             | 
             | Mostly because I don't like the Python-style use of
             | significant whitespace. But functions aren't first class
             | citizens, making closures and lambdas awkward, type hinting
             | isn't supported everywhere (such as with callables). I
             | could probably come up with more petty gripes if I opened
             | up a project and played with it. "pass" is an abomination
             | to God.
             | 
             | It's a lot better than it used to be and it gets the job
             | done but I still find it ugly and awkward as a language.
             | 
             | A more general complaint I have is that Godot tries to load
             | every script regardless of whether it's actually included
             | in the game hierarchy.
        
             | eatsyourtacos wrote:
             | >for those that are scared of dynamic types.
             | 
             | If you aren't scared of dynamic types for any type of semi-
             | large project (like a game..) then you aren't qualified to
             | talk about much.
        
               | foxygen wrote:
               | Why?
        
               | BoorishBears wrote:
               | Without agreeing (or disagreeing) with their larger
               | point, dynamic types become more of liability as a
               | project gets larger
               | 
               | Like "schemaless" database applications, there's always
               | types/schema somewhere: the choice is if they'll be
               | explicitly defined at the place of construction, or
               | implicitly spread out across all the places data happens
               | to flow in your application. And the more places there
               | are, the more spread out they'll be.
               | 
               | Static typing is also really nice for game dev since
               | proper unit tests are harder (but not impossible)
               | compared to your average CRUD app.
        
               | cardanome wrote:
               | The other side of the argument is that dynamic typing is
               | great for prototyping and can allow for more compact
               | code.
               | 
               | The discussion is exhausting because many people don't
               | understand the difference between weak typing and dynamic
               | typing. You basically never want weak typing but dynamic
               | typing has legit uses. Yes JS is both weakly and
               | dynamically typed and that sucks but Common Lisp shows
               | you can have very strong typing and dynamic types.
               | 
               | Lots of very complex software has been writing in
               | dynamically typed languages. The whole Erlang/Elixir
               | world is dynamically typed though Elixir is getting
               | gradual typing.
               | 
               | There is a good reason gradual typing is getting popular,
               | you get the best of both world. You can prototype quickly
               | and then add types and make everything more solid later.
               | 
               | (Which also why you want to always use a statically typed
               | language in the corporate world because there is never a
               | "later" and the bigger the team the more important it is
               | to have the lang enforcing discipline. But not every
               | programming is corporate.)
               | 
               | People that are dogmatic about static typing show their
               | immaturity. The older I get the more I realize that there
               | is no right or wrong way to program, everything it
               | tradeoffs and "it depends".
        
               | BoorishBears wrote:
               | Exactly which part of my comment seems dogmatic?
               | 
               | You literally start your comment by reaffirming my point
               | (prototyping, like when you tend to have a smaller code
               | base?)
               | 
               | Feels like you replied to a comment you imagined based on
               | past interactions, not anything I actually wrote.
        
               | cardanome wrote:
               | > Exactly which part of my comment seems dogmatic
               | 
               | I never said that any part of your comment is dogmatic.
               | This is not private conversation where I am talking to
               | you directly.
               | 
               | I wrote
               | 
               | > People that are dogmatic about static typing show their
               | immaturity
               | 
               | Referring to the people like eatsyourtacos who started
               | this discussion.
        
               | foxygen wrote:
               | > dynamic types become more of liability as a project
               | gets larger
               | 
               | Why?
        
               | BoorishBears wrote:
               | > there's always types/schema somewhere: the choice is if
               | they'll be explicitly defined at the place of
               | construction, or implicitly spread out across all the
               | places data happens to flow in your application.
               | 
               | > And the more places there are, the more spread out
               | they'll be.
        
               | foxygen wrote:
               | You can still have schema validation at the borders of
               | the application(data in/out) without static typing.
               | 
               | I think there are many other factors that come into play
               | when it comes to maintaniblity of large projects. I'd
               | easily choose to maintain a large Elixir or Common Lisp
               | codebase over a Java one, assuming they were all using
               | the Best Practices(tm) of their respective languages.
               | 
               | There is research out there, and there is absolutely zero
               | evidence that static typing catches more bugs than
               | dynamic types. My experience is that immutability,
               | functional programming, simplicity and testing pays a
               | MUCH bigger role in maintainability than static typing.
               | 
               | Dynamic typing has trade-offs, and so does static typing,
               | HUGE trade-offs by the way. But for some reason, no one
               | seems to mention them... ever.
        
             | TulliusCicero wrote:
             | Still doesn't have full static typing support to my
             | knowledge, which is a dealbreaker to me.
             | 
             | The other things are that it just has less support for
             | structuring your code in different ways, and of course the
             | performance is vastly worse. My game does some state space
             | exploration for the enemy AI, so having code that runs an
             | order of magnitude slower just doesn't work for me.
        
               | cardanome wrote:
               | It has support for typing Arrays and Dictionaries these
               | days. Yes, nested Arrays are still a problem but I am
               | sure they will get to it.
               | 
               | As for performance well the GDExtension support has also
               | gotten much better. You can always go down to C++, Rust,
               | Nim, Zig or whatever. It is really easy to set up.
        
               | TulliusCicero wrote:
               | But then I have to code in those other languages,
               | languages that require manual memory management that I'm
               | not as familiar with. C# is many times faster than
               | gdscript, and I don't have to think about memory hardly
               | at all. And it's easy enough to code the whole game in
               | it.
        
           | plomme wrote:
           | I'm developing a game in Godot using C# and my experience
           | with it is very good. I guess it depends on how deeply you
           | integrate with Godot. I try as far as its possible to write
           | my game headless. My opinion may change when I have gotten to
           | the point of actually shipping a game though, so this take
           | needs a grain of salt.
        
             | cheeseomlit wrote:
             | For me the real headaches emerged when I started writing
             | [Tool] classes in C# for scripting within the editor
             | itself. I don't know enough about the lower level nitty-
             | gritty stuff to explain it, but I basically had to close
             | and re-open the editor every time I recompiled. It had
             | something to do with not being able to load assemblies, for
             | example if I had a Tool script which referenced a sqlite
             | library. There were also some concerning instances of
             | Exported properties losing their saved values, though in
             | that case they can at least be restored from previous
             | versions of the .tscn file from version control
        
           | bj-rn wrote:
           | Did you check out Stride? https://www.stride3d.net
        
         | poulpy123 wrote:
         | It has been used for pretty successful games on steam
        
         | calibas wrote:
         | So use Rust instead, Godot supports bindings via FFI:
         | https://godot-rust.github.io/
         | 
         | I wont claim it works flawlessly, but you don't have to use
         | GDScript or C# to program Godot.
         | 
         | You can also use C++, Go, Java, Typescript, Zig, Scala, Kotlin
         | and Swift: https://github.com/Godot-Languages-Support/godot-
         | lang-suppor...
        
           | robby_w_g wrote:
           | I was able to hack together a toy game with godot-rust
           | several years ago, and it had some rough edges but I was able
           | to integrate Bevy's ECS with godot's editor and rendering.
           | I've loosely followed its development since then, and the
           | roughest parts seem to have been smoothed out. If it's
           | important to the dev, they can absolutely use rust
        
         | Eric_WVGG wrote:
         | Miguel de Icaza of Mono fame has a whole video on how C# was a
         | "multi billion dollar mistake," and is working on a Swift Godot
         | package.
         | 
         | https://www.youtube.com/watch?v=tzt36EGKEZo
         | https://github.com/migueldeicaza/SwiftGodot
         | 
         | (I've had some fun dabbling with Swift Godot but all of the
         | documentation seems to be a bit out of date)
        
           | sfn42 wrote:
           | As a current C# web developer I think C# is amazing. I know
           | multiple other languages (Java, JS, Python and others) fairly
           | well and none of them measure up to modern C# in my opinion.
           | Visual studio is trash though.
        
             | Eric_WVGG wrote:
             | Garbage collection hiccups are probably meaningless on a
             | web platform. As far as real-time processing goes, one of
             | the most significant figures in the history of C# thinks
             | it's a bad fit. If you disagree with him, respond to the
             | video, I guess.
        
       | mieko wrote:
       | For 3D, the return of in-engine inverse kinematic nodes
       | (SkeletonModifier3D descendants) has been a big deal for me.
       | 
       | The old 3.x system was a mess, so it was dropped in 4.0. The
       | community filled a lot of the gaps in the meantime, but having
       | the new system (in-engine) is great.
       | 
       | I've been working with it for a few weeks from git master, and
       | everything just works as I expect. It definitely needs some more
       | user-level documentation, though: if I hadn't been following
       | development, I don't think I'd know what everything does, and if
       | someone were new to IK generally, it'd be hard to get off of the
       | ground.
        
       | WillAdams wrote:
       | Is there anything in this which will make it easier/better to
       | make GUI applications?
       | 
       | https://github.com/derkork/openscad-graph-editor
       | 
       | kind of has me considering using Godot for creating a drawing
       | program....
        
         | _rousbound wrote:
         | I wonder the same thing, but with an emphasis on app mobile
         | development.
         | 
         | Godot from project setup to running on my Android is way more
         | effortless/lightweight experience than doing the way of
         | AndroidStudio and/or Flutter stuff.
         | 
         | What I dream of is making a Lua binding for essential godot GUI
         | control nodes using GDExtension and using this LibGodot to own
         | the engine loop, so I can do all the app code in Lua.
         | 
         | So, I may have drifted away from your question, but the point
         | is that I love Godot for gaming, and I can handle GDScript plus
         | the engine editor, but for writing a complete application I
         | would want to develop in my language/editor/ecosystem of
         | choice.
         | 
         | In that sense, LibGodot(plus GDExtension) may help indirectly
         | developing GUI applications by letting people own Godot in
         | their ecossystem of choice.
        
           | pwdisswordfishs wrote:
           | The future of cross-platform toolkits for graphical apps is
           | Godot ("GDTK"?), instead of Electron?
        
         | ranger207 wrote:
         | I'm working right now on an app in Godot to support a tabletop
         | game. Their UI framework is pretty nice IMO. It really helps
         | that the editor itself is made in Godot, so they have a lot of
         | real usage of their UI system already
        
         | presbyterian wrote:
         | I don't know about the new features, but you could definitely
         | make a drawing program in Godot already. There are a couple
         | really good RPG map-making tools in Godot, and that's basically
         | a drawing app where your brushes are trees and buildings
        
         | glimshe wrote:
         | They made improvements in visualizing margins for Margin
         | containers. A small but very useful enhancement.
        
         | cridenour wrote:
         | They just added docs for how to best achieve GUI apps.
         | 
         | https://docs.godotengine.org/en/latest/tutorials/ui/creating...
        
       | skrebbel wrote:
       | My 13yo son recently discovered Godot and I'm very impressed by
       | how accessible and powerful it all is. He had started gamedev a
       | few years ago with Scratch. Figured out Roblox Studio a fair
       | amount, but it's super quirky, plus he wanted to do 2D games.
       | Tried some other stuff (eg pygame) but that's just super low
       | level, inaccessible, plus you can't properly distribute pygame
       | games for shit. Godot is on a whole nother level.
       | 
       | I had never bothered pointing him to it, because I remembered
       | Godot as "a bunch of C++ libraries for gamedev". I'm not even
       | sure whether that's ever been the case or just an incorrect
       | memory, but today's Godot is incomparable to that. The editor UI
       | is very full featured, and you can easily make simple 2D games
       | with relatively small amounts of programming. It includes a level
       | editor, animation stuff, and so on. It's just very feature
       | complete, and I think it's very impressive for a FOSS project to
       | be so accessible to newcomers stumbling into it by chance. Points
       | also to the people making videos.
       | 
       | Also sidenote I think GDScript is great. My son had tried Unity
       | first, but the C# compile cycle was so slow that he kept getting
       | out of the flow. As a developer dad, Godot's GDScript struck me
       | as a super weird "not invented here" thing at first, but
       | realizing what tradeoffs they're going for (familiarity, fast
       | edit-compile-run cycle, concurrency, lightweight binding to C++
       | internals, etc), I now see the point completely. I'm sure it has
       | plenty quirks but for a beginner like my son it's a perfect fit.
       | 
       | Bottom line, he was able to make a Flappy Bird clone _and_ put it
       | on his Android phone, totally solo (except the Android export,
       | and with lots of YouTube support), in like two afternoons. Drew
       | the art, coded the dynamics, everything. Hats off to the Godot
       | team!
        
         | dismalaf wrote:
         | > because I remembered Godot as "a bunch of C++ libraries for
         | gamedev".
         | 
         | Yeah it's never been that, it's always been an editor-driven
         | engine. Started life as a proprietary game engine by a
         | consultancy, then open sourced about a decade ago.
         | 
         | Super cool though, learning Godot at 13 is a great opportunity.
        
           | skrebbel wrote:
           | Thanks! I bet I've had it confused with something else then.
        
             | lynndotpy wrote:
             | I would bet SDL; it's a C library that a ton of other
             | libraries are influenced by or based on. It's not usually
             | thought of as an engine on its own nowadays
        
               | skrebbel wrote:
               | Nah, like you said, SDL is just window creation and a bit
               | of audio etc. If that counts as a "game engine" then so
               | does every web browser.
               | 
               | EDIT: Sorry if I seem grumpy, I'm not actually grumpy at
               | you, I'm grumpy at PyGame for calling itself a game
               | engine when really it's just SDL + the ability to blend
               | images.
        
             | pdpi wrote:
             | Might've been MonoGame? It sounds enough like Godot that
             | you might've confused the two, it's a code-first framework,
             | and it's popular enough that you might've heard of it
             | (Stardew Valley, Bastion, and Celeste are all built on
             | MonoGame)
        
               | skrebbel wrote:
               | Nah either it was Irrlicht or it was really just Godot
               | and I simply incorrectly committed to memory what it was.
        
             | hacker_88 wrote:
             | LibGDX?
        
         | Fraterkes wrote:
         | Hats off to your son too, I'd say.
        
         | pjmlp wrote:
         | Great experience, thanks for sharing, a great way to get them
         | motivated.
        
         | lagniappe wrote:
         | That's awesome! What type of game is your son making now?
        
           | skrebbel wrote:
           | Clone of some popular game that I forgot the name of where
           | you're a block and you move around a maze (tile-based, 2d)
           | but you can't take small steps or slow down, you always slide
           | quickly in one direction until you hit a wall. It's a puzzle
           | game, you gotta make it to the exit without hitting the kill
           | blocks. He wants to figure out how to make an in-game level
           | editor for it but he still only 10% groks the node/scene
           | system so that'll take him some attempts for sure :D
        
         | socalgal2 wrote:
         | > My son had tried Unity first, but the C# compile cycle was so
         | slow that he kept getting out of the flow.
         | 
         | I'd like to know more about this. Were you comparing similar
         | sized projects? I've only done very small projects in Unity and
         | the cycle was near instant. Loading up some of their 3gig+
         | samples, there was an initial build that took 40+ mins but
         | that's because it had 3gig of assets to process.
        
           | npinsker wrote:
           | It's probably not compilation, but "Domain Reloading" (https:
           | //docs.unity3d.com/2022.2/Documentation/Manual/DomainR...)
           | which is laughably slow and on by default.
           | 
           | I think Unity does this because the same process is re-used
           | for Play and Editor modes, whereas Godot does the normal
           | thing and spawns a new process when testing.
        
           | skrebbel wrote:
           | My entire experience with Unity is "my kid said it took long
           | to run the game he was trying to make". Sorry that I can't be
           | more helpful. He might've been unreasonably impatient, I
           | never looked over his shoulder when he was trying out Unity.
           | All I know is that he says he likes Godot way more, in no
           | small part because it's "faster" (and I'm pretty sure he
           | doesn't mean engine performance when he says "faster").
        
       | Fraterkes wrote:
       | I've loved using Godot more, and it's been very informative as
       | the first big OSS project where I'm closely following the
       | development / proposals / devchat. I don't agree on many of the
       | points by people downthread: I use C# almost exclusively and
       | while it's been awkward (and clearly not a "priority") it's
       | pretty seamless to use once you set up some stuff (though it
       | certainly helps if you keep much of your logic in C# and mostly
       | use Godot as a frontend, crossing the boundary is kinda awkward
       | and slow).
       | 
       | Having said that, I do agree that Godot has a bit of complicated
       | identity: it is at once geared towards being a good first
       | programming experience, and a general purpose replacement for
       | stuff like Unity.
       | 
       | I'd prefer a focus on the second part, there's a huge industry of
       | game-devs right now, and providing them with the stability of a
       | solid, free, transparent engine would be a great service.
        
         | TulliusCicero wrote:
         | I'm in the same position, I use C# both because that sort of
         | syntax is more familiar to me, but also because it just seems
         | better as a language (in terms of both code structure and
         | performance).
         | 
         | There's a lot of downplaying of the advantages of C# in the
         | Godot community, seemingly moreso by people who are amateur
         | game devs/programmers, who perhaps just don't need the
         | advantages for their particular kind of game.
        
       | heyitssim wrote:
       | Love the workflow focus in this release. 2D animations/hitboxes
       | and terrain creation was tedious enough that I built a tool
       | around it--draw, animate, export to Godot if anyone needs it. It
       | also now become a full game engine!
       | 
       | [1] https://www.youtube.com/watch?v=mBLFv5R8jJI
       | 
       | [2] https://craftmygame.com/
        
       | glimshe wrote:
       | The new UI is terrific. The old Godot was already pretty decent,
       | allowing me to release my indie game on Steam. But this one is so
       | much better.
       | 
       | Godot is slowly becoming the next Blender, a dominant open source
       | success story.
        
         | georgeecollins wrote:
         | To me it is so conceptually clean and easy to work with. Unity
         | and Unreal are great products, but they also seem kind of
         | clunky and bloated.
        
           | embedding-shape wrote:
           | > but they also seem kind of clunky and bloated
           | 
           | Like their predecessors, they were initially conceptually
           | clean and simple in the beginning too. But then decades of
           | feature development, the scope creep overcomes the clean
           | architectures and design decisions. Lets see if Godot remains
           | the same in 10-20 years, I'm cautiously optimistic :)
        
       | mr_world wrote:
       | I tried gamedev before, but was never able to fully commit to
       | getting over the learning curve for Unity and Unreal. Godot has
       | proved much easier to just jump in and make things. I really like
       | where the project is heading. Godot + Blender = the dream
        
       | pdntspa wrote:
       | I really want to experiment with Godot but Unreal keeps giving me
       | free assets....
        
         | galleywest200 wrote:
         | https://kenney.nl/assets has a LOT of public domain assets for
         | use if you just want to experiment with the engine.
         | 
         | https://itch.io also has a lot of free assets as well.
        
           | stefanka wrote:
           | Another excellent source is https://quaternius.com/
        
           | efilife wrote:
           | These are not comparable to the UE assets at all
        
       | OsrsNeedsf2P wrote:
       | Shameless self plug: I was tired of the limitations of Godot with
       | Claude Code, so I made Ziva[0]. In addition to just writing
       | Gdscript and shaders, it interacts with the rest of the editor
       | via MCP, all without leaving the Godot interface
       | 
       | [0] https://ziva.sh
        
       | accrual wrote:
       | Does anybody have tips for running Godot on KDE Plasma + Wayland?
       | I tried 4.0 and an earlier 3.x release from the store but both
       | hung shortly after startup. Maybe need some Wayland argument,
       | will check.
        
         | helterskelter wrote:
         | From Archwiki:
         | 
         | Godot runs on Wayland using Xwayland, which causes a variety of
         | UI issues, when not running in single window mode. [1] To get
         | around this, start Godot with godot --single-window, then open
         | a project, and enable single window mode in the editor
         | settings.
         | 
         | This issue has been resolved in Godot 4.1.1. [2] This issue
         | seems to have recurred in Godot 4.2 [3]
         | 
         | With Godot 4.3, Wayland can be used natively. [4] There are two
         | ways to do this:                   Set the command-line
         | argument --display-driver wayland.         Enable the editor
         | setting located at run/platforms/linuxbsd/prefer_wayland.
         | 
         | The above only makes Godot's client to run under native
         | Wayland, but games still run under Xwayland. In order for games
         | to run under native Wayland, go to project settings, click on
         | "Display Server" at the sidebar, and at the option
         | "Driver.linuxbsd" select wayland.
         | 
         | https://wiki.archlinux.org/title/Godot_Engine
        
           | accrual wrote:
           | Cheers, that worked! 4.6 is working great on Wayland. I
           | created a new .desktop shortcut pointed to
           | Godot_v4.6-stable_linux.x86_64 with argument "--display-
           | driver wayland". Working flawlessly, thank you.
        
         | sph wrote:
         | Never had any issues, using the Godots (sic) version manager
         | from Flathub, and custom built versions from git. Something's
         | wrong on your end
        
           | accrual wrote:
           | Yeah, passing argument "--display-driver wayland" fixed the
           | issue for me.
        
       | pwdisswordfishs wrote:
       | With all these editor improvements, we should now be waiting for
       | someone to realize that a soft fork + a thoughtful plugin-based
       | architecture using the original as a base means that lots of the
       | effort that has gone into Godot's (snappy) UI could be repurposed
       | and make for better web development inspector/debugger experience
       | than using browsers' own built-in tools.
       | 
       | A "native" text editor, style properties viewer, profiler
       | timeline, (and more, e.g., animation curve editor), instead of
       | the ones we've got (like the one in Firefox, that they wrote in
       | React[1] where you can see visible, whole-panel flicker when the
       | UI repaints itself every time the cursor blinks)? Yes, please.
       | 
       | 1. <https://firefox-source-
       | docs.mozilla.org/devtools/frontend/re...>
        
       | 383toast wrote:
       | Do any of these changes make it easier to vibe code games in
       | Godot? Or make it easier to make an MCP server for Godot? Saw
       | LibGodot and the work in GDExtension but unsure if those are
       | relevant for AI dev.
        
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       (page generated 2026-01-30 23:01 UTC)