Godot 4 Release Candidate 1
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Re: Godot 4 Release Candidate 1
#12On a scale of 1 (Inkscape vs. Illustrator) to 10 (Blender vs. Cinema4D), where would people say Godot vs. Unity is right now?
Maybe a 8 if you don't care about console support and mostly do 2d games.
Re: Godot 4 Release Candidate 1
#13On a scale of 1 (Inkscape vs. Illustrator) to 10 (Blender vs. Cinema4D), where would people say Godot vs. Unity is right now?
FYI Godot's shortcomings in consoles is an issue with the console manufacturers not the engine.
Re: Godot 4 Release Candidate 1
#14As 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…
Re: Godot 4 Release Candidate 1
#15As 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…
Don't get me wrong, GDExtension seems awesome, but it's also true that it doesn't seem geared towards the case that I was using GDNative for.
Re: Godot 4 Release Candidate 1
#16On a scale of 1 (Inkscape vs. Illustrator) to 10 (Blender vs. Cinema4D), where would people say Godot vs. Unity is right now?
A solid 7. Maybe a 8 if you don't care about console support and mostly do 2d games.
Re: Godot 4 Release Candidate 1
#17On a scale of 1 (Inkscape vs. Illustrator) to 10 (Blender vs. Cinema4D), where would people say Godot vs. Unity is right now?
If I were making a 2d only game and didn't care about consoles, 10. Godot > unity | unreal. 3d games, Unreal is still the king imo. Maybe Godot 4 will change this a bit. But I really do not like Unity so I might be biased. FYI Godot's shortcomings in consoles is an issue with the console manufacturers not the engine.
Re: Godot 4 Release Candidate 1
#18As 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…
Re: Godot 4 Release Candidate 1
#19Congratulations 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'd be careful with this and make sure that if you do try a switch, you'd keep the existing tech alive. I've worked on a bunch of game projects in different companies and in pretty much every single one of them, both custom and external engines, people wanted to use something else.
One of my favorite jokes was that the biggest feature UE brings is that you get to blame Tim Sweeney when something goes wrong instead of the engine CTO :-P.
Re: Godot 4 Release Candidate 1
#20Congratulations 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…
They loved the demo, but management felt uneasy about moving forward with an open-source engine with no support guarantees.
So they decided to go with a proprietary commercial game engine with a license compatible with our work.
All I know now is that proprietary engine is dead now and Godot isn't.