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Godot 3.2

godotengine.org

1–10 of 141 posts

Re: Godot 3.2

#2
Thanks to the Godot devs. I've been using the 3.2 betas over the last months and I was totally happy with the experience. But I am happy that I can work with an official release version now which makes it easier to have others use the codebase as well.

Re: Godot 3.2

#3
Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too.

But which engine... that's an open question, and I'm not that fond of Unity :)

Re: Godot 3.2

#5
post #3

Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)

I’m using it for VR dev on the oculus quest and I think the dev experience in 3.2 is very good. I haven’t actually used Unity, though, so not sure how it compares.

Once you get it all set up, you can just hit the android button and it’ll export the apk directly to the device. Also, you are still able to live view via wifi.

Re: Godot 3.2

#6
post #3

Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)

Game engines are not the only path for that kind of app. I have written apps (not games) using just OpenVR and Vulkan. The only questionable choice in that combo was Vulkan - bootstrapping that was a major time sink. OpenVR doesn't have tons of documentation, but when you start out from one of the examples, you should be fine. It is a pretty decent API.

Re: Godot 3.2

#7
post #3

Anyone here using Godot for VR/AR dev? ...curious what's the story here and how it stands against Unity on this front since I'm lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too. But which engine... that's an open question, and I'm not that fond of Unity :)

I built that [1] with it. Getting somehting playable was incredibly fast (but I guess that's not different from unity), and I have not hit any major roadblocks yet. Development was rather smooth. The fact that the hand tracking was supported even before it was supported in Unreal Engine (as far as I know) is also a major plus. A big shout out to Holger Dammertz who did the work on that.

[1] www.vrworkout.at

Re: Godot 3.2

#8
I loved the tone of this article. The parts where it says things like "Bastiaan did this, Yuri did that..." is what I always want to see in these kind of technology news.

Re: Godot 3.2

#9
Godot has been a breath of fresh air for me lately (been running master branch for a while) and I know that it is going to only get better. I can't wait for the vulkan renderer to be ready, I think it's going to a game changer for godot.

After Epic originally promised to make linux a first class citizen, I went all in ue4, but they lied and went back on all those promises, and I have since moved to a completely open source gamedev pipeline and I think it's the future.

For example, think about how much mods make or break game longetivity and communities. If valve hadnt given us world hammer, there would be no counterstrike, no tf2, no garrys mod, no age of chivalry and ergo no chivalry medieval warfare. The residual effects of modding capabilities are huge, and having formats that are easy to work with with normal tooling (like gltf) mean open source gaming in a game engine like godot (or a few others, armory3d is another) could be a sleeping giant just in the early stages of waking.

Re: Godot 3.2

#10
Congrats to all 450 contributors who worked on this over the last 10 months! GoDotEngine is something on my list of things to get into as soon as time allows.
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