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Godot for AA/AAA game development – What's missing?

godotengine.org

21–30 of 187 posts

Re: Godot for AA/AAA game development – What's missing?

#21
post #2

> After an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.

[deleted]

Re: Godot for AA/AAA game development – What's missing?

#22
post #2

> After an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.

I was about to say "they can't, the project is supposed to be fully open-source." Because, you know, Nvidia. But I looked it up just to double-check, and wow, that's like one of the only open-source projects Nvidia has ever published. At least that I've seen.

ianal but it could be a licensing thing. PhysX is BSD3 and Godot is MIT.

Re: Godot for AA/AAA game development – What's missing?

#23

Would Godot be a decent engine for kids around 12-14 years old? I don't know a lot about it, but would like to suggest something for a person I know. I'd also be curious what the Godot support is like in terms of maintaining older releases. I think it would be a mistake to tell a young person to use a beta version since they could hit a lot of bugs and get discouraged, but having them use an existing version that doe…

Maybe check out PhaserJS. By using a web engine, it can be easier for them to share their games. It’s also a more forgiving language and environment. PyGame is also a good starting place. If these two seem too elementary for their needs, consider Unity and Godot.

> By using a web engine, it can be easier for them to share their games

Godot and Unity allow exporting into web projects.

Re: Godot for AA/AAA game development – What's missing?

#24
post #10

I really don't like the RenderingDevice abstraction they've ended up with. It's strongly reminiscent of OpenGL, doesn't expose command buffers or queues (no async compute). Barriers are too coarse. There's also no support for a bindless approach, no GPU driven rendering or even just GPU culling.

What's an example of something that does blindless fully GPU driven rendering? Would it mean CPU lag wouldn't slow your game because the camera could be fully controlled by the GPU?

Re: Godot for AA/AAA game development – What's missing?

#25

Godot is a nice engine. I did a 3D project in it during the 3.0.x era and it was by far the friendliest and easiest engine I have used to-date. I think it gets a lot of love from people (myself included) because of that. The node system is absolutely wonderful to work with and GDScript is not bad as well. It's the most productive I've been in a game engine and I regularly contemplate going all-in on Godot for the fut…

That's one of the issues with open source, polishing isn't "fun", where massive rewrites to a new thing are.

Re: Godot for AA/AAA game development – What's missing?

#26

Godot is a nice engine. I did a 3D project in it during the 3.0.x era and it was by far the friendliest and easiest engine I have used to-date. I think it gets a lot of love from people (myself included) because of that. The node system is absolutely wonderful to work with and GDScript is not bad as well. It's the most productive I've been in a game engine and I regularly contemplate going all-in on Godot for the fut…

I love `move_and_slide` and it's perfect for me, but you're right that it's a very opinionated implementation. I found I was making huge strides in 3D very quickly, but a friend essentially had to re-implement it for their game.

I'm curious if the best solution would be to expose more optional knobs and switches for KinematicBody, or to have a bigger ecosystem of open-source variants.

Re: Godot for AA/AAA game development – What's missing?

#27
post #23

Earlier quoted context omitted.

Maybe check out PhaserJS. By using a web engine, it can be easier for them to share their games. It’s also a more forgiving language and environment. PyGame is also a good starting place. If these two seem too elementary for their needs, consider Unity and Godot.

> By using a web engine, it can be easier for them to share their games Godot and Unity allow exporting into web projects.

At least in Unity, there's lots of sharp edges around webgl.

Re: Godot for AA/AAA game development – What's missing?

#28
Godot felt frustrating to use every time I've tried it, on both 4.x and 3.x versions. Compared to Unity, it was a massive improvement, the editor was much faster without crashing, and it had a reasonable node-graph design. However, I think some of the "elegant" designs pursued in Godot and some up-and-coming Rust game engines often end up feeling very time-consuming to fit your code in their abstraction (whether it be ECS or nodes), and honestly sometimes it's nice to just sit down, write some terrible macro-ridden C++ that subclasses from 15 different classes in a hierarchy that would make Alan Kay cry, and get an object that can be scripted from your level editor seamlessly. It's janky, but nonetheless it works.

Re: Godot for AA/AAA game development – What's missing?

#29
post #23

Earlier quoted context omitted.

Maybe check out PhaserJS. By using a web engine, it can be easier for them to share their games. It’s also a more forgiving language and environment. PyGame is also a good starting place. If these two seem too elementary for their needs, consider Unity and Godot.

> By using a web engine, it can be easier for them to share their games Godot and Unity allow exporting into web projects.

On paper or to an engineer it might feel comparable but it just is not. WebGL introduces a lot of complexities.

Re: Godot for AA/AAA game development – What's missing?

#30

Do you prefer Godot or Unity for 2D games these days? I did a simple game in Unity and it went pretty well. I'd prefer to use C# if possible. Unity is a very nice environment but IIRC it really seems to chug when reloading user scripts from disk after updates.

C# is pretty well supported in Godot.
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