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Godot 4 Release Candidate 1

godotengine.org

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Re: Godot 4 Release Candidate 1

#13

On 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

#14
post #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…

Faolan-Rad and I (fire) are working in that area https://github.com/godotengine/godot/pull/72883 "LibGodot is a system to allows Godot to be compiled as a library and connected into it using GDExtensions by giving a function pointer to the entry point of a GDExtension implementation"

Re: Godot 4 Release Candidate 1

#15
post #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…

Yes, I was in the first category of people, where I am using GDNative to ultimately call a single function written in Go, not due to speed, but simply in order to leverage a huge amount of code I had already written in that language. Judging by the GDExtension headers, I can probably pull off something similar if I forgo all of the C++ bindings that I don't need. However, I am hesitant to dedicate any time to doing so at the moment.

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

#16

On 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.

Im sorry, but in what world is Godot not an 11 compared to Unity for "2D games && !consoles"?

Re: Godot 4 Release Candidate 1

#17

On 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.

[deleted]

Re: Godot 4 Release Candidate 1

#18
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…

I've seen on their Discord where before they release the next version they call upon the community to help document all the new features before release if I remember correctly. Maybe a good issue to bring up before it gets looked over.

Re: Godot 4 Release Candidate 1

#19

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

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

#20

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 used Godot 2 a few years back to make a demo of an (interactive, non-videogame) system when interning for a government contractor.

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.

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