Godot for AA/AAA game development – What's missing?
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Godot for AA/AAA game development – What's missing?
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Re: Godot for AA/AAA game development – What's missing?
#2This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.
Re: Godot for AA/AAA game development – What's missing?
#3I'd also be curious what the Godot support is like in terms of maintaining older releases. I think it would be a mistake to tell a young person to use a beta version since they could hit a lot of bugs and get discouraged, but having them use an existing version that doesn't get a lot of new support might also be discouraging.
Does anyone have any thoughts on what they'd suggest for building a simple side scroller?
Re: Godot for AA/AAA game development – What's missing?
#4> After an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.
Re: Godot for AA/AAA game development – What's missing?
#5Would Godot be a decent engine for kids around 12-14 years old? I don't know a lot about it, but would like to suggest something for a person I know. I'd also be curious what the Godot support is like in terms of maintaining older releases. I think it would be a mistake to tell a young person to use a beta version since they could hit a lot of bugs and get discouraged, but having them use an existing version that doe…
PyGame is also a good starting place.
If these two seem too elementary for their needs, consider Unity and Godot.
Re: Godot for AA/AAA game development – What's missing?
#6> After an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.
Care to elaborate?
Ofc, that's just 1 aspect of the engine. There are numerous bugs in the IDE for 2d, which I have encountered. Also, the asynchronous event system quickly becomes cumbersome as a project grows. Ordering becomes important, for which there is no amount of control in Godot (dealing with mouse events, for example). This leaves every developer to implement a stateful dashboard, of sorts, to ensure events are handled in the correct order. This then leads to nondeterministic delays, etc.
Re: Godot for AA/AAA game development – What's missing?
#7> After an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.
Care to elaborate?
Re: Godot for AA/AAA game development – What's missing?
#8Would Godot be a decent engine for kids around 12-14 years old? I don't know a lot about it, but would like to suggest something for a person I know. I'd also be curious what the Godot support is like in terms of maintaining older releases. I think it would be a mistake to tell a young person to use a beta version since they could hit a lot of bugs and get discouraged, but having them use an existing version that doe…
I'd get them started on something like Construct 3, or maybe Pico-8.
Re: Godot for AA/AAA game development – What's missing?
#9However, ultimately I abandoned that project because there were too many papercuts in Godot for me to be satisfied. Godot felt like it was a sort of "jack of all trades master of none". Everything worked pretty well but not one thing was fully polished for real world usage. There were ultimately at least one or two shortcomings in every system that just made the experience frustrating when trying to deliver a real project. For example, the asset import system is great but it fell down once I imported by 40,000+ assets or there were limited controls for navigating around the 3D viewport or odd behavior in physics functionality like slide and move that basically meant I needed to write my own equivalent. I am more than willing and able to work around limited features or fix bugs but there's something about "almost does what I need but it's not done yet" that is a real motivation drain. Maybe it's unfair of me, the retort is always "it's open source, contribute back!" but alas that is how I felt as a USER before I considered being a CONTRIBUTOR.
I've been tracking Godot since then and there have been HUGE amounts of work in lots of different systems, it's been quite amazing to watch. However, these decisions were quite ambitious as outlined in this blog (rewrite physics, rewrite renderer, massive upgrades to scripting language, etc.) that now the "polished" experience I've been waiting for has been postponed again. I'm optimistic the day will come where Godot becomes "good ole reliable" but until then I will keep waiting and begrudgingly use something else.
Re: Godot for AA/AAA game development – What's missing?
#10It's strongly reminiscent of OpenGL, doesn't expose command buffers or queues (no async compute). Barriers are too coarse. There's also no support for a bindless approach, no GPU driven rendering or even just GPU culling.