Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?
Godot Engine – A decade in retrospective and future
11–20 of 168 posts
Re: Godot Engine – A decade in retrospective and future
#12The node system seemed weird to me at first, but it's really grown on me. I can heartily recommend the engine now.
Re: Godot Engine – A decade in retrospective and future
#13I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?
Re: Godot Engine – A decade in retrospective and future
#14Linux native gamedev is possible!
Re: Godot Engine – A decade in retrospective and future
#15I have nothing but love to give for Godot and its incredibly dedicated community. Sure, it's still rough around the edges, but many of my gripes (e.g. poor documentation) have been slowly fixed over the years and I've been recommending it to people new to game dev (although not necessarily new to programming) in order for them to tinker on and make their first games with.
The good thing about having gripes in an open source product is that you can be a part of the solution!
Re: Godot Engine – A decade in retrospective and future
#16I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?
I tried Unity, but it really feels like an overkill for what I want. Both Unity and Unreal are really geared more towards 3D, and to me they complicated 2D development because of it.
Re: Godot Engine – A decade in retrospective and future
#17Trying to find the best way to introduce friends/family (with programming backgrounds) to game programming for fun. (So not kid-focused stuff like Scratch or Logo.) Godot looks pretty good. Is there anything else you've had success with?
Re: Godot Engine – A decade in retrospective and future
#18Trying to find the best way to introduce friends/family (with programming backgrounds) to game programming for fun. (So not kid-focused stuff like Scratch or Logo.) Godot looks pretty good. Is there anything else you've had success with?
Re: Godot Engine – A decade in retrospective and future
#19I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?
Re: Godot Engine – A decade in retrospective and future
#20I wonder if Godot has a chance of becoming the Blender of game engines. From the way it is growing it's starting to look like a real long-term possibility to me, especially for the smaller game studios.
It's all about the $$$ and the community. Blender started as a commercial project too. I was already using it in the 90's alongside POVRay. The good thing is unlike in the photography or the print industry there is no real industry wide vendor lock-in when it comes to formats in 3D, so it's always possible to create a challenger. Right now Godot isn't really on par with Unity, but it could become the de-facto game en…
Mmm, Blender had a lot of problems having to reverse FBX from autodesk, which AFAIK is or was a de-facto standard. About open standards, I kinda hate xml, so I didn't like Collada much. I'm looking forward for knowing more about glTF[1]. Thankfully Blender 2.8 had the official add-on from the beginning.