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

godotengine.org

31–40 of 187 posts

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

#31
post #7

Earlier quoted context omitted.

Care to elaborate?

I will assume a high-end, state of the art physics engine is a must have for any AAA game.

Most games basically just have rigidbodies. Some cinematic-ish AAAs have fancy cloth simulation or something, but even that is usually prebaked I think.

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

#33

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…

Shameless self-plug: we make Construct, which has a visual block-based system, runs in the browser with no install, and also supports progressing on to JavaScript coding: https://editor.construct.net/

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

#34
I think building a custom physics engine might not be the best way to go. Its a lot of work and super complicated to get right. I'd be worried that focusing on the physics will send them down the wrong path. That given I really do want to see an open source and widely adopted physics engine. I too have used bullet quiet a bit and it worked for my smallish experiments.

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

#35

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…

GameMaker is pretty much the best game engine to get introduced to programming. It has a visual scripting tool that lets you write basic logic without any raw textual coding, but also provides a smooth transition path to learn an actual scripting language (GML) when the child becomes more ambitious. I’ve started programming at a young age thanks to this. (Godot had a visual scripting system but they removed it in 4.0…

Gary Kitchen's GameMaker? I remember playing with that when I was a kid on the C64. That and SEUCK (Shoot Em Up Construction Kit)

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

#36

I think building a custom physics engine might not be the best way to go. Its a lot of work and super complicated to get right. I'd be worried that focusing on the physics will send them down the wrong path. That given I really do want to see an open source and widely adopted physics engine. I too have used bullet quiet a bit and it worked for my smallish experiments.

Seems like they accommodate using custom/third party physics engines as well, according to the post. The built in one is probably just gonna end up "easy to use, get started and just works", but if you need something better, integrate PhysX yourself.

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

#37

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…

Thanks for the excellent write up with big picture thoughts and concrete examples. I only regret that you didn’t hit the “waiting for Godot” punchline harder.

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

#38

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…

Interesting - you're describing my experience with Unity, and I ultimately switched to Godot because of my frustration with Unity.

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

#39
Does anyone know where the Godot 4.0 source is? I don't see any branches or tags for it on the main repo on GitHub. I've only seen the pre-compiled dev snapshots. It would seem weird for them to develop an open-source project behind closed doors. I must just be blind?

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

#40
post #14

Earlier quoted context omitted.

I believe you misread the quote; they're not using PhysX.

No, I read it right. I was saying that I was about to explain why, but my explanation turned out to be incorrect, to my surprise. However, they say: > That said, Godot 4.0 introduces the ability to bind custom physics engines at runtime (without recompiling Godot) via GDExtension, so it’s perfectly possible for the community to integrate other engines such as PhysX, Jolt, or Box2D if need to be. I'm liking this work…

But they are only mentioning PhysX as a reference for a high quality phsyics engine.

The only tried to integrate Bullet.

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