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Godot 4.0 development enters feature freeze ahead of the first beta

godotengine.org

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Re: Godot 4.0 development enters feature freeze ahead of the first beta

#51

Friends in the industry all say it's a nonstarter that it does not (and will not) have cross platform support, as much as they hate Unity. Godot's official stance on it is that you should hire a team to port it for you lol...

Is that just for 4.0? Since the features page[1] lists a number of deploy targets for 3.X:

* Export to desktop platforms: Windows, macOS, Linux, UWP, and BSD.

* Export to mobile platforms: iOS and Android.

* Consoles: Nintendo Switch, PlayStation 4, Xbox One via third-party providers

[1]: https://godotengine.org/features

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#52

Is there a reason you wouldn't use a game engine to create general purpose cross-platform apps? Is it cumbersome to create textual, structural interfaces (e.g. a twitter clone, google sheets clone, or an ecomm checkout flow)?

The thing I am working on is intended to be useable to also build GUI apps and command line tools. The tech that is often used in game engines, especially related to GPU support but also memory management and GUI structure is often 10-100x faster than what is commonly used elsewhere. Text rendering can be just as nice as any desktop app, it is not trivial but not rocket science either, and quite a few smart guys have…

> The thing I am working on...

> ...quite a few smart guys have been doing nice work in this field

can you expand on that? like creating quality of life improvements to existing tools like Godot, or something entirely new but in the spirit of game engines?

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#53

Friends in the industry all say it's a nonstarter that it does not (and will not) have cross platform support, as much as they hate Unity. Godot's official stance on it is that you should hire a team to port it for you lol...

I think you mean it doesn’t include “console support” not “cross-platform” support, and as it is very much cross-platform across desktop and mobile targets.

And your friends are clearly just working in a different way than the many people who Godot is a good fit for.

Even beyond hobbyists and new game developers, there are plenty of business models and artistic visions that don’t need a console port or that can indeed outsource it once there’s some financial momentum.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#54

Friends in the industry all say it's a nonstarter that it does not (and will not) have cross platform support, as much as they hate Unity. Godot's official stance on it is that you should hire a team to port it for you lol...

Their official stance is that they can not release the code for consoles because of NDAs. You won't find any open source engine with console support because of that. They are hoping that consoles loosen up and open source their SDK.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#55

Friends in the industry all say it's a nonstarter that it does not (and will not) have cross platform support, as much as they hate Unity. Godot's official stance on it is that you should hire a team to port it for you lol...

Is that just for 4.0? Since the features page[1] lists a number of deploy targets for 3.X: * Export to desktop platforms: Windows, macOS, Linux, UWP, and BSD. * Export to mobile platforms: iOS and Android. * Consoles: Nintendo Switch, PlayStation 4, Xbox One via third-party providers [1]: https://godotengine.org/features

No, it looks like the same situation as 3.x: Godot is MIT licensed, and they don't believe it's possible for them as an open-source project to sign NDAs with console manufacturers and build in native compatibility without violating either the NDA or their open source principles.

https://godotengine.org/article/godot-consoles-all-you-need-...

They mention a few other platforms where 3rd parties have implemented commercial compatibility libraries, but Godot is much bigger in scale & scope, and nobody's done the legwork on that.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#56

Friends in the industry all say it's a nonstarter that it does not (and will not) have cross platform support, as much as they hate Unity. Godot's official stance on it is that you should hire a team to port it for you lol...

I'm not a game dev, but I read you can deploy to desktop (across multi os), mobile and web. That sounds pretty multi platform to me. What am I missing?

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#57

Friends in the industry all say it's a nonstarter that it does not (and will not) have cross platform support, as much as they hate Unity. Godot's official stance on it is that you should hire a team to port it for you lol...

If you're long on the games industry we are probably in the last generation of game console architecture. Everything is going to be Windows or Linux boxes with PC hardware next gen.

I could see Nintendo bucking this trend but they have enough IP to be their own island.

It might be smart for Godot to punt; it lets them go faster than Unity and catch up

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#58
post #31

Earlier quoted context omitted.

I won’t use the word “serious” but my limited personal experience is that C# feels like the right balance between flexibility and performance. Rust is a joy to write in but I personally find that it asks a lot from you when you just want to ship a game that doesn’t need to be safety rated. C++ is a great choice but it’s C++ and I’m just not good enough to enjoy a language with fewer guardrails. It also has similar ve…

I find it hard to imagine whatever glue language you choose for an engine like Godot would really matter that much. All you’re implementing is the business logic. Even the slowest language can run through basic business logic in the blink of an eye relative to the heavy duty that the Godot systems are doing. Eve Online runs on *python*, for instance. So does Blender. For a glue language, I am highly doubtful that the…

Agreed - our company's app isn't a game but is built on top of UE4, and nearly all of our code is in Python and it's never the bottleneck, not by a mile.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#59

Is there a reason you wouldn't use a game engine to create general purpose cross-platform apps? Is it cumbersome to create textual, structural interfaces (e.g. a twitter clone, google sheets clone, or an ecomm checkout flow)?

You certainly could. You would probably run into a lot of issues in areas that games don't care about that much like multiple windows, smooth window resizing, fancy text layout and input, fast initial load times, matching OS themes and widget behavior, low resource usage at idle, copy/paste/drag/drop, software rendering, etc.

Add accessibility to that list. Screen readers, magnifiers, switch controls, etc. Usually game engines don't support these while your native OS UI probably does, and the web is also not bad in that regard.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#60
Godot is effectively not accepting contributions, and masquerades as open source. List comprehension, one of the most sought-after features and requested by dozens of people, is repeatedly undermined by maintainers, because they happen to dislike the syntax. Godot offers nothing similar in terms of processing arrays, so it makes any code involving them ugly and more complex than it needs to be.

There was even a pull request implementing this feature opened, but they claim the assigned maintainer just didn't have the time to review it yet (over 5 years!). One person can effectively stall all progress out of spite. That's no way to run an open source project.

Just look at this discussion: https://github.com/godotengine/godot-proposals/issues/2972

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