Live data from Hacker News

Godot Engine Awarded $50k by Mozilla Open Source Support Program

godotengine.org

41–44 of 44 posts

Re: Godot Engine Awarded $50k by Mozilla Open Source Support Program

#41

Godot approach to game development with nodes is superior to other solutions IMO. I think the biggest blocker for wider adoption is 3D performance and Inverse Kinematics now. Without it, nobody will ever produce high profile game on Godot.

Yes, if you come from Unity like me you will find Godot amazingly intuitive and clean compared to Unity. No more weird workflow, no more prefab. Just nodes in a tree and scenes.

With Unity you have many features, a big asset store that allows you to very quickly prototype, the render engine is powerful, but the architecture & organization is just a massive mess. It's really the kind of editor were you can do everything because the dev added all the popular shiny features to make fancy trailers but nothing is planned & well organized, all features are just put one of top of another with no coherence.

Not only the the architecture feels complicated but the editor itself is super heavy : mandatory Email & account, installation size of several GBs, etc.

Godot has less tools and the asset store has almost nothing on it right now. The current render engine is not powerful but it is temporary, everything will get re-written with Vulkan to be on par with other engines.

While it has not as many features as Unity, the foundations of Godot are really solid & clean, I think this will be a huge advantage on the long term

Re: Godot Engine Awarded $50k by Mozilla Open Source Support Program

#42
post #29

Earlier quoted context omitted.

>Additionally Godots default language (Gdscript) is awesome and intuitive, whereas gml doesn't really feel like a real language (argument0-15. Come on) I agree with the comparison to GML, but whether one finds Gdscript intuitive depends on one's existing background. I personally found it frustrating because I was used to C/C++, but with time I can see getting used to it. It's not a bad language by any means. Also, bo…

Godot has C# support, I thought? https://godotengine.org/article/introducing-csharp-godot

Godot has three kind of languages integration :

- GDScript : included by default

- C# : you have to download the Mono version of Godot (and install the Mono SDK)

- Any other language (Rust, Python, C++, D, etc...) : using GDNative

(- And of course you can also directly modify the engine source code in C++ if you need super low level modifications (like writing your own render engine))

Re: Godot Engine Awarded $50k by Mozilla Open Source Support Program

#43
post #14

If you want to dabble with prototyping games, Godot is the way to go in my opinion. I've played with Unity and Unreal a bit, each with their own pros and cons, but for me Godot is the one I found most intuitive and easy to test new ideas with. Worth checking out.

Thanks for the tip. Did you have a chance to compare with gamemaker?

I have used both. You can easily prototype games with either, but Gamemaker becomes more difficult as the game scales up. Both use proprietary languages, but you can go around that in Godot with a little know-how. Also, Godot does 3D, its UI is a bit cleaner, it’s free and runs on Linux.

Re: Godot Engine Awarded $50k by Mozilla Open Source Support Program

#44
post #8

Earlier quoted context omitted.

It's coming up. https://godotengine.org/article/abandoning-gles3-vulkan-and-...

Yes, but hard to say how soon it will be implemented.

Late reply here, but in a recent post Juan said that he would begin working on the Vulkan port in May.

https://godotengine.org/article/godot-32-will-get-new-audio-... (at the bottom)

In the post I previously linked he said he expected the port to take a "couple of months", so we could expect it in any release made in the 3rd or 4th quarter this year, maybe as early as July?

Post reply on HN