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Godot 3.3

godotengine.org

31–40 of 138 posts

Re: Godot 3.3

#31
post #28

Earlier quoted context omitted.

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# su…

GDScript isn't basically Python. It uses significant whitespace, but that's about as far as the similarities go.

Re: Godot 3.3

#32

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?.

I'm not sure what you mean. The engine is written in C++. There is the standard build which comes with GDScript and the Mono build which also has C# support. Both support dynamic libraries. You can download the source and compile it very easily on any platform if that's what you're after?

I mean there is no standard build/distribution for c++ on windows, whereas c++ build is available for linux.

Isn't it a bit onerous to ask the users to build/rebuild the whole engine/toolchain if we want to use the c++ version in Windows.

I don't compile Intellij for my environment to use if, for example.

Re: Godot 3.3

#33
post #28

Earlier quoted context omitted.

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# su…

I tried Godot again like ~8 months ago and the C# support was still awful to the point that I'd consider 'first-class C# support' an outright lie. It might be 'officially supported', but it's in 'late alpha' since 2018 and is very obviously a second-class citizen, which should be clear just from the bad state of the C# docs. Community resources for C# are also much more sparse (subpar support probably contributes to this).

It doesn't seem like they've made much progress in Godot 3.3 - seems like a grant ran out so they had to let their C# dev go, so I don't expect any major changes for the foreseeable future.

Keep in mind that I'm obviously quite soured by the experienced - Godot might still be the right choice for anyone who is considering. I'd just recommend anyone to factor the very rough C# support into their choice, especially for anyone planning to use it for a more involved project.

Re: Godot 3.3

#34

Earlier quoted context omitted.

I'm not sure what you mean. The engine is written in C++. There is the standard build which comes with GDScript and the Mono build which also has C# support. Both support dynamic libraries. You can download the source and compile it very easily on any platform if that's what you're after?

I mean there is no standard build/distribution for c++ on windows, whereas c++ build is available for linux. Isn't it a bit onerous to ask the users to build/rebuild the whole engine/toolchain if we want to use the c++ version in Windows. I don't compile Intellij for my environment to use if, for example.

I'm still not following sorry?

All builds (except for server/headless build which is Linux only) are available for Linux, macos and Windows as binaries. This includes the standard build and the Mono build. All builds are also capable of loading dynamic libraries at runtime which you can write in C++.

Compiling the whole thing definitely seems onerous but it's surprisingly easy, even for me who barely knows C++. If you're interested you can read about it here: https://docs.godotengine.org/en/stable/development/compiling...

Most people don't compile the engine themselves though, but it's a very viable option if you know how to use a command line.

Re: Godot 3.3

#35
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…

To be fair, it's perfectly fine for 3D, such as traditional "isometric" style 3D. It suffers more with the lack of clever culling in first person style cameras, especially near large objects (it renders the whole object, even if 5% of it is seen).

Re: Godot 3.3

#36
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…

And as mentioned in the article/release, they are serious about maintaining Godot 3 and won't neglect it in favor of 4.

Re: Godot 3.3

#37
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?

Architecturally it's perfectly fine, designing the 3D world is just as capable as the 2D world in terms of tooling. It's more a performance concern. The biggest pain is the lack of proper face culling. It does object culling, meaning if you don't see it at all, it's culled. However faces, not quite.

So if you're in space, and you're flying nearby a big ship full of triangles, such as an imperial star destroyer, you run your framerate down to the ground if you render even only 5% of it, as it renders everything else as well.

You can mitigate that to some degree by breaking up objects, but even the shell being plain would still cause massive issues.

For first person, open world, or large environment type game, I'd recommend Unreal. For 3D isometric style games, it's perfectly suitable with knowing the caveats and minimal adjustments from an asset creation perspective.

Re: Godot 3.3

#38

Earlier quoted context omitted.

I mean there is no standard build/distribution for c++ on windows, whereas c++ build is available for linux. Isn't it a bit onerous to ask the users to build/rebuild the whole engine/toolchain if we want to use the c++ version in Windows. I don't compile Intellij for my environment to use if, for example.

I'm still not following sorry? All builds (except for server/headless build which is Linux only) are available for Linux, macos and Windows as binaries. This includes the standard build and the Mono build. All builds are also capable of loading dynamic libraries at runtime which you can write in C++. Compiling the whole thing definitely seems onerous but it's surprisingly easy, even for me who barely knows C++. If yo…

So with the standard Godot binaries for Windows can I write my Godot project in C++, without having to build whole of Godot locally?

Re: Godot 3.3

#39

Earlier quoted context omitted.

I'm not sure what you mean. The engine is written in C++. There is the standard build which comes with GDScript and the Mono build which also has C# support. Both support dynamic libraries. You can download the source and compile it very easily on any platform if that's what you're after?

I mean there is no standard build/distribution for c++ on windows, whereas c++ build is available for linux. Isn't it a bit onerous to ask the users to build/rebuild the whole engine/toolchain if we want to use the c++ version in Windows. I don't compile Intellij for my environment to use if, for example.

I think you are misunderstanding. Just go to the webpage, select download, and from the windows tab download the "standard version" and you're good to go.

I don't even see what you mean by it being "a c++ available for linux". You got the same choices for all systems. Just download the editor/engine and start programming. No need to compile anything, except your own scripts/logic if you choose to use a compiled language.

Re: Godot 3.3

#40

Earlier quoted context omitted.

I'm still not following sorry? All builds (except for server/headless build which is Linux only) are available for Linux, macos and Windows as binaries. This includes the standard build and the Mono build. All builds are also capable of loading dynamic libraries at runtime which you can write in C++. Compiling the whole thing definitely seems onerous but it's surprisingly easy, even for me who barely knows C++. If yo…

So with the standard Godot binaries for Windows can I write my Godot project in C++, without having to build whole of Godot locally?

Ahh I see what you're saying now. Yes, you can: https://docs.godotengine.org/en/stable/tutorials/plugins/gdn...

The tutorial starts with C but there is a C++ one as well.

Again though, I would recommend at least trying to compile the engine once. It's simple, reasonably fast and you can extend the engine as much as you like https://docs.godotengine.org/en/stable/development/cpp/custo...

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