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Godot 3.3

godotengine.org

21–30 of 138 posts

Re: Godot 3.3

#21
post #17
post #13

I've shipped a commercial game in Godot 3.2. I'm also well versed and shipped games in UE4. All I can say is working with Godot is an absolute bliss. Seriously, it's fun, it's "easy" and it gets out of the way. Within a couple of weeks, you can be focusing on making your game, rather than a constantly evolving tech-demo. There are only two caveats: understand what Godot is not good at, 3D open world / large landscape…

This matches my experience (but replace UE4 with Unity). Godot just doesn't fight you the way Unity does.

Can you give some examples?

Re: Godot 3.3

#22
post #13

I've shipped a commercial game in Godot 3.2. I'm also well versed and shipped games in UE4. All I can say is working with Godot is an absolute bliss. Seriously, it's fun, it's "easy" and it gets out of the way. Within a couple of weeks, you can be focusing on making your game, rather than a constantly evolving tech-demo. There are only two caveats: understand what Godot is not good at, 3D open world / large landscape…

I've had a similar experience. Godot is a fantastic 2D engine, and a capable 3D engine. If your goal is shipping a fully featured 3D game I'd still recommend Unity or Unreal over Godot, unless you're comfortable with it not being an industry leader. For 2D however, I'd recommend Godot above anything.

Godot 4.0 still has a long way to go before it's ready for everyday use fortunately, not even in alpha state yet so I wouldn't judge it too prematurely.

Re: Godot 3.3

#23
Godot is a really good engine but there's one thing which I cannot get to work properly: UI font rendering. The interface font is blurry across platforms. I hope they introduce a fix for it.

Re: Godot 3.3

#24
post #10
post #7

Earlier quoted context omitted.

Do you have any suggestion on best learning path/resources for someone with a similar background and goals?

Udemy has a few good tutorials, but on Youtube check out Tutemic's code architecture course[0], HeartBeast[1], GDQuest[2], GameFromScratch's Godot tutorial series[3] and CodeWithTom[4]. And of course on the blue website /r/godot and /r/madewithgodot [0] https://www.youtube.com/watch?v=yRHN_WEulLc [1] https://www.youtube.com/channel/UCrHQNOyU1q6BFEfkNq2CYMA [2] https://www.youtube.com/c/Gdquest/videos [3] https://www.…

I'll also add in the Godot recipes by Kids can Code, don't let the name fool you they have great miniature tutorials for implementing all sorts of common things in Godot https://kidscancode.org/godot_recipes/

Re: Godot 3.3

#26
post #21
post #17

Earlier quoted context omitted.

This matches my experience (but replace UE4 with Unity). Godot just doesn't fight you the way Unity does.

Can you give some examples?

In my experience Godot is a significantly more coherent 2d engine. In Unity a 2d game is running in its 3d engine, and useful functions will often be limited to operating on different pairs of dimensions ((x,y) (x,z) (y,z)).

Re: Godot 3.3

#27
post #13

I've shipped a commercial game in Godot 3.2. I'm also well versed and shipped games in UE4. All I can say is working with Godot is an absolute bliss. Seriously, it's fun, it's "easy" and it gets out of the way. Within a couple of weeks, you can be focusing on making your game, rather than a constantly evolving tech-demo. There are only two caveats: understand what Godot is not good at, 3D open world / large landscape…

I'd like to know more about what you mean by "Godot is not good at 3D open world". Is it just a matter of performance or something more architectural?

Godot wasn't intended to be used for 3D at all, it started as purely 2D engine.

The 3D it can do is kinda... "shoved" into it. It works but it wasn't designed from the ground up like other native 3D engines are.

Last I checked the editor has no advanced 3D scene editing features, and the engine itself has no basic capabilities that are needed for large open world 3D games, like being able to load tons of stuff on the fly as the player moves in a way the player doesn't notice.

Re: Godot 3.3

#28
post #13

I've shipped a commercial game in Godot 3.2. I'm also well versed and shipped games in UE4. All I can say is working with Godot is an absolute bliss. Seriously, it's fun, it's "easy" and it gets out of the way. Within a couple of weeks, you can be focusing on making your game, rather than a constantly evolving tech-demo. There are only two caveats: understand what Godot is not good at, 3D open world / large landscape…

I'd like to know more about what you mean by "Godot is not good at 3D open world". Is it just a matter of performance or something more architectural?

It was a little of both, but it's not really a valid complaint any more. When Godot first open sourced, it didn't have features like culling meshes that the player couldn't see, and the lighting implementation was pretty basic. The default language in the engine is basically python, so it could cause a performance bottleneck. Now it has a lot of the 3D performance features it was missing, and it has first-class C# support if the default language is causing a bottleneck.

Re: Godot 3.3

#29

Having been trying to using this, but strangely found that there is no c++ version available for Windows, whereas it is the preferred version in linux. Is this the case?.

You can also write C++ game (module) using GDNative

Re: Godot 3.3

#30
post #7
post #4

I’ve been using Godot for the last month. It’s been so fun to get back to game development as a hobby (it’s how I got into software development). I’ve tried many other game engines in the last few years but Godot just really ... works for me. It just clicks. Love it. Excited to try the new version!

Do you have any suggestion on best learning path/resources for someone with a similar background and goals?

Yes! https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48f...

I really enjoyed his style and he does a good job hitting all the important points.

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