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Godot Engine – A decade in retrospective and future

godotengine.org

11–20 of 168 posts

Re: Godot Engine – A decade in retrospective and future

#11
I'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

#12
I've become a big fan of Godot over the past six months or so. The open development model is a breath of fresh air compared to most game engines.

The 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

#13

I'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 think Defold may be a good option for you, it is quite polished and easy to learn and use.

Re: Godot Engine – A decade in retrospective and future

#14
I've been using godot for about a year now, and really like it. I am really excited about the upcoming vulkan renderer which should help with my main gripe which is no ambient occlusion. Some people have found some novel ways around it but I am choosing to just focus on my gltf assets and work on my blender skills in the meantime.

Linux native gamedev is possible!

Re: Godot Engine – A decade in retrospective and future

#15

I 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!

I've helped with documentation myself, so yeah, it does feels nice to be part of the solution!

Re: Godot Engine – A decade in retrospective and future

#16

I'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 don't have a ton of experience in this space, but I've been looking for a good, simple 2D engine as well. My two top picks are Godot and GameMaker [1]. I've been building prototypes in both, and both have their strengths. I'm currently leaning a little more towards Godot since I've had a bit of trouble getting GameMaker to work well on my Mac (it's been fine on my Windows PC).

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.

[1] https://www.yoyogames.com/gamemaker

Re: Godot Engine – A decade in retrospective and future

#17

Trying 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?

https://love2d.org/ is pretty popular with people who are likely to be overwhelmed by 3D things and talk of engines and renderers. It is pitched as a beginner-friendly framework, but you can do a lot with it..

Re: Godot Engine – A decade in retrospective and future

#18

Trying 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?

PICO-8 might be a fun starting point.

https://www.lexaloffle.com/pico-8.php

Re: Godot Engine – A decade in retrospective and future

#19

I'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?

If you know C++, have a look at mine: https://bixense.com/jngl

Re: Godot Engine – A decade in retrospective and future

#20

I 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…

> there is no real industry wide vendor lock-in when it comes to formats in 3D

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.

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