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Godot 3.5

godotengine.org

21–30 of 121 posts

Re: Godot 3.5

#21
post #9

Earlier quoted context omitted.

Godot is becoming the game engine of the internet. It checks all the boxes. - Open Source - Cross Platform - Frequent updates - Easy to learn in a weekend - You can use almost any programming language with it - Godot 4.x has beautiful graphics - Godette

> beautiful graphics Doesn't that depend entirely upon the artwork used in the game?

A lot of it depends on shaders and lighting.

Re: Godot 3.5

#22
post #9

Earlier quoted context omitted.

Godot is becoming the game engine of the internet. It checks all the boxes. - Open Source - Cross Platform - Frequent updates - Easy to learn in a weekend - You can use almost any programming language with it - Godot 4.x has beautiful graphics - Godette

> beautiful graphics Doesn't that depend entirely upon the artwork used in the game?

This is only sort of true. If you load any 3D model into Unreal Engine for example, the lighting and shaders will make it look pretty good without much modification. Godot is getting a big upgrade to its lighting and shader engine in 4.x

Re: Godot 3.5

#23

Not my field of work, but I'm curious. From what I'm hearing Unreal is establishing a big lead over the competition with things like Lumen, face model generation (Metahuman?), asset libraries, ML assisted images/video to model converters, very polished editor tooling ,world builders, ... All things that take a lot of money to make. Is there any chance to compete in the near or medium term for things like Unity or God…

> All things that take a lot of money to make.

Untrue, as shown by numerous FOSS projects run by volunteers.

Re: Godot 3.5

#24
post #14

Now that Godot seems to be getting much hotter, I feel like I am having to update my game engine more and more frequently. It's great to see then update the navigation system, but will it break my game? I worry it could be heading to the same problem I see with Unity where things are constantly getting updated and re engineered. I have seen professional teams working in Unity be many version behind because they dread…

Hopefully the incentive schemes help with this: part of the reason for Unity’s feature churn is that they’re more incentivized to create new features (to acquire new customers) than maintain old ones. You’d think this approach would backfire, but with the amount of lock-in engines have they can afford to piss off current customers at least up to a point. Godot, not being beholden to shareholders and quarterly growth…

Unity needs existing customers to continue their pro subscriptions; and game developers are notorious for throwing everything out and staying afresh on every project. The new features are as much for existing customers as they are for attracting new ones.

That said, Unity ads is where the real money is at.

Re: Godot 3.5

#25

Godot is a fantastic project. But, I really wish it was written in something other than C++. I really can't bring myself to go back to programming C++ again after a decade away using more recent languages like Go and Rust. I even find deciphering the types of variables to be painful when reading C++ code these days.

IMO the issue is not that Godot uses C++, it's that they refuse to use a standard more recent than C++03.

Being able to use `auto` would make the code already a lot less verbose IMO.

Re: Godot 3.5

#26
post #9

Earlier quoted context omitted.

Godot is becoming the game engine of the internet. It checks all the boxes. - Open Source - Cross Platform - Frequent updates - Easy to learn in a weekend - You can use almost any programming language with it - Godot 4.x has beautiful graphics - Godette

I think three.js is that. - All of the above except language - Library rather than engine I've had really good luck with it versus Babylon or Unity.

> I think three.js is that.

three.js doesn't produce native multi platform apps for desktop and mobile.

Re: Godot 3.5

#27
post #20

Earlier quoted context omitted.

the latter https://en.wikipedia.org/wiki/Waiting_for_Godot

Actually neither, it’s “Guh-doe”.

Actually not, it's

/ˈɡɒdoʊ/ GOD-oh

pronunciation is where phonetic alphabet shines[1] and English totally sucks [2].

[1] https://en.wikipedia.org/wiki/International_Phonetic_Alphabe...

[2] https://jakubmarian.com/english-words-spelled-the-same-but-p...

Re: Godot 3.5

#28
I've been part of shipping one of perhaps the largest used Godot projects in production. It's not a game, and you may not even realize it's Godot. Godot is below average in quality compared to Unreal, and probably about on par with various idiosyncrasies that Unity has.

Unreal is winning the technical race because they ship projects and games themselves with their engine. Unity does none of that, at least nothing that counts. Godot is a bit better than Unity because it's open-source so contributors are often contributing to things they use and want to improve, but it's still got weird opinions at a maintainer level and severe performance downfalls from those opinions.

We're considering another renderer, but for the time being we're still tepidly okay with Godot.

Re: Godot 3.5

#29

Godot is a fantastic project. But, I really wish it was written in something other than C++. I really can't bring myself to go back to programming C++ again after a decade away using more recent languages like Go and Rust. I even find deciphering the types of variables to be painful when reading C++ code these days.

I can't tell if this is a GPT-3 comment or not.

Re: Godot 3.5

#30
Anything beyond surface level is difficult to extract from the documentation and that hurts a lot. From the new user experience, the Godot IDE still feels buggy. Features (like the inspector) populate with values from code sometimes and sometimes not, because of complicated rules or you get the fun blank file script names or dupes when resources are changed/moved/deleted.
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