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Godot 4 Release Candidate 1

godotengine.org

1–10 of 30 posts

Re: Godot 4 Release Candidate 1

#2
Really exiting, I love Godot and have been using the beta releases. I just really hope they fixed the bug where you cannot rename nodes if you running KDE Plasma Wayland (first in beta 15 and I believe exits through beta 17).

Re: Godot 4 Release Candidate 1

#3
As much as I'm looking forward to 4, has GDExtension been stabilized / documented yet? I know there's the existing C++ example [1], but I really, really don't want to jump through a scons & C++ project simply to call a single native function in a DLL. You can do such a thing with GDNative, and I presume that it is possible in GDExtension as well, though it isn't obvious how to do so. This strikes me as a huge barrier to adoption, since GDNative is one of the big things that will be incompatible with 4.

[1] In the godot-cpp library: https://github.com/godotengine/godot-cpp

Re: Godot 4 Release Candidate 1

#4
Congratulations to the Godot team for reaching this milestone. As someone who leads a team working on a game project using an old, custom engine we have a quiet desire to switch to a different engine. There is a temptation to consider investing in Godot over one of the other tried and true engines due to its leanness and open source nature but still feels like a gamble for a 3D project. I wish there were more people talking about their experience with Godot beyond a hobby level.

Re: Godot 4 Release Candidate 1

#5

Congratulations to the Godot team for reaching this milestone. As someone who leads a team working on a game project using an old, custom engine we have a quiet desire to switch to a different engine. There is a temptation to consider investing in Godot over one of the other tried and true engines due to its leanness and open source nature but still feels like a gamble for a 3D project. I wish there were more people…

I feel the same way. Godot has made amazing progress ... both in the engine and in the community. But it's still "very early" in terms of adoption for big commercial teams. Having said that, depending on the genre of game your team is making, it could very well be a good choice. Perhaps not for a AAA 3D title ... but for other genres where having cutting edge visuals isn't the most relevant part of the content.

I for one am hoping there's a Rust-based engine on the horizon in the next 5 years (Bevy perhaps?)

Re: Godot 4 Release Candidate 1

#6
post #3

As much as I'm looking forward to 4, has GDExtension been stabilized / documented yet? I know there's the existing C++ example [1], but I really, really don't want to jump through a scons & C++ project simply to call a single native function in a DLL. You can do such a thing with GDNative, and I presume that it is possible in GDExtension as well, though it isn't obvious how to do so. This strikes me as a huge barrier…

There's an ongoing discussion at [1, 2] which highlights an important difference between GDNative and GDExtension in terms of what the developers expect them to be used for. A lot of people were using GDNative as a way of writing game logic in other programming languages (particularly I've seen this with Rust), but GDExtension seems to be designed to allow people to write editor plugins (e.g. things like a voxel node type, or a custom GUI tool). Each pligin currently seems to provide a custom Node in its own right, not the ability to hook into existing nodes.

This is why at the moment, you cannot live-reload a compiled GDExtension library, as the assumption is that it's a product that being provided to the user of the editor, not something which the game developer is directly creating.

I think there might be some mechanisms/hooks to allow this to work as wanted, but it has to work quite differently.

[1] https://github.com/godotengine/godot-proposals/issues/4437 [2] https://github.com/godotengine/godot/issues/66231

Re: Godot 4 Release Candidate 1

#7

Congratulations to the Godot team for reaching this milestone. As someone who leads a team working on a game project using an old, custom engine we have a quiet desire to switch to a different engine. There is a temptation to consider investing in Godot over one of the other tried and true engines due to its leanness and open source nature but still feels like a gamble for a 3D project. I wish there were more people…

> As someone who leads a team working on a game project using an old, custom engine we have a quiet desire to switch to a different engine.

Curious about the reasoning behind this? Has your engine had good technical leadership, or is it tacked together based on need? (If I were starting a studio today, I'd strongly prefer build an engine for our teams from the ground up, but that's certainly counter to the intuition of most, and likely inadvisable.)

As a builder on the team of one of the largest deployed Godot projects, it is certainly effective and I'm incredibly glad exists—I am very happy to use it, but it's not without its pain points. I rate it significantly better than Unity, a fair bit worse than Unreal (but ), open source is a major benefit (we have our own modifications), and there are some peculiar maintainer/code/project decisions...but we can deal with it. All that said, we'll probably never be able to upgrade to Godot 4, but Godot 4 looks damn good.

Re: Godot 4 Release Candidate 1

#9
Just started a game project with some friends in Godot 3 in December. Already see some things (Await comes to mind) that would've been great had we opted for 4. Still, it's hard to sign on to an unsettled technology for our first ever game. Who knows, maybe we'll consider upgrading if it looks manageable.

Re: Godot 4 Release Candidate 1

#10
This mostly contains a bunch of fixes or QoL improvements, and might not be easy to get into if you don't know the linked issues already.

A better introduction to Godot 4 might be the following blog post: https://godotengine.org/article/dev-snapshot-godot-4-0-beta-...

Has pretty pictures and everything too.

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