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Godot 4.0 Released

godotengine.org

51–60 of 80 posts

Re: Godot 4.0 Released

#51
I've been working with it for a few weeks. Developer but no gamedev background. I love it. Very easy, documentation is extensive, good support on the forums. I will agree with others in this thread who've said they don't like GDScript. For me it's not necessarily a problem with the language (although it's not immediately clear how script execution works - each script is attached to a tree node), but rather that it's another thing to learn. Given that, I've used custom modules (module compiled into engine) and GDExtension (module compiled as a shared library). GDExtension is what I wanted, and I can write a game in C++, and have it build quickly.

Re: Godot 4.0 Released

#52
Unity-based dev here. This is looking really strong. Impressed with their focus and speed of development.

If I were putting together a small-ish team with 1-3 people today, I'd be more likely to consider jumping onto Godot vs Unity. Godot is closing the gap.

Re: Godot 4.0 Released

#53
post #39
post #35

Been using Godot the past couple months. It's simply a joy to work with. From the single (relatively) lightweight executable model, to the dogfooding of implementing the UI with the engine itself, to the design of GDScript, etc etc. They definitely implement a lot in-house, but reuse existing software where it makes sense. Every once in a while I use a program where I just feel the authors think about software simila…

GDScript sucks big time. It has not place in an engine, why would anyone ever invent a very inferior language to what already exists. They should have used C#.

> They should have used C#.

They did...

Re: Godot 4.0 Released

#54
post #24
post #23

Looking good. Hoping in a couple of years it will be a no-brainer to use instead of Unity.

To me, as a hobbyist, it already is a no-brainer.

I'm sure it's great for a lot of things. I've just been using Unity for a super long time and it still has a lot more "batteries included" features. But I'm jealous AF about realtime global illumination.

Re: Godot 4.0 Released

#55

Any experiences with Godot + M1 macOS?

I'm on a team that's currently shipping a Godot 3.5.1 game across Linux, macOS (universal), and Windows.

After sorting out a couple minor snags in the build process (particularly around getting cross-compilation to work on Linux in GitHub Actions, and library validation entitlements for code signing), the finished builds work wonderfully on the M1 machines we've tested with.

Re: Godot 4.0 Released

#56
post #35

Been using Godot the past couple months. It's simply a joy to work with. From the single (relatively) lightweight executable model, to the dogfooding of implementing the UI with the engine itself, to the design of GDScript, etc etc. They definitely implement a lot in-house, but reuse existing software where it makes sense. Every once in a while I use a program where I just feel the authors think about software simila…

Does it share widgets with blender or is this another graphics app reinventing the wheel?

Re: Godot 4.0 Released

#57
post #39
post #35

Been using Godot the past couple months. It's simply a joy to work with. From the single (relatively) lightweight executable model, to the dogfooding of implementing the UI with the engine itself, to the design of GDScript, etc etc. They definitely implement a lot in-house, but reuse existing software where it makes sense. Every once in a while I use a program where I just feel the authors think about software simila…

GDScript sucks big time. It has not place in an engine, why would anyone ever invent a very inferior language to what already exists. They should have used C#.

Personally as a beginner it's nice to have GDScript built-in. You can literally install Godot as a single executable and everything is self contained which vastly simplifies getting started versus Unreal where you have to install Visual Studio. (I have no experience with Unity but I'm assuming you similarly have to install some C# dependencies.)

Their motivations in creating GDScript are explained here: https://docs.godotengine.org/en/stable/about/faq.html#what-w...

As a programming language it's pretty reasonable. The built-in editor has auto completion and documentation, you can resume from errors. The syntax is basically Python with optional type annotations. Comparing the Godot vs C# examples in the documentation makes me shudder at how much more verbose C# is in comparison.

As others have pointed out you can use C# if you want to. They provide a separate download for it.

Re: Godot 4.0 Released

#58

Earlier quoted context omitted.

In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language…

Do you have any specific criticisms of GDScript you'd like to share?

I don't doubt that I can learn it. Learning a language is pretty easy.

I doubt that I'll have rich tooling and libraries to draw from when I need them.

If I build a game in C#, for instance, I have editors that can lint my code, perform intellisense, automate test generation, and a rich set of libraries I can draw from. If I don't want to write my own Hierarchical Task Network planner, I can use FluidHTN. Likewise, I can pull out my code from my project and modularize it for other engines/games -- maybe I've got a great state machine implementation or something I want to share. GDScript limits my reach.

The knowledge is also not particularly useful outside of working with Godot. Picking up C# from working with Unity, for example, translates to other domains easily if I want to change careers.

I also can't write my backends and supporting services in GDScript. If I wanted to , I could make my entire codebase in C# for both front end and back end code, simplifying my tooling and knowledge needs.

I don't want to be too down on it. I'm sure there are ways that it would save time. My use cases are much more about setting a high bar for ergonomics and engineering excellence for larger projects. I think that in my case, they've provided the Extensions and C# support route. (Though it sounds like getting those to work on all platforms is non-trivial today.)

Re: Godot 4.0 Released

#59
post #54
post #24

Earlier quoted context omitted.

To me, as a hobbyist, it already is a no-brainer.

I'm sure it's great for a lot of things. I've just been using Unity for a super long time and it still has a lot more "batteries included" features. But I'm jealous AF about realtime global illumination.

> But I'm jealous AF about realtime global illumination.

Does Unity not have this? I thought Unity was much more advanced in graphics than Godot, even accounting for the 4.0 release.

Re: Godot 4.0 Released

#60

Earlier quoted context omitted.

Do you have any specific criticisms of GDScript you'd like to share?

I don't doubt that I can learn it. Learning a language is pretty easy. I doubt that I'll have rich tooling and libraries to draw from when I need them. If I build a game in C#, for instance, I have editors that can lint my code, perform intellisense, automate test generation, and a rich set of libraries I can draw from. If I don't want to write my own Hierarchical Task Network planner, I can use FluidHTN. Likewise, I…

>I also can't write my backends and supporting services in GDScript.

I mean technically you can. Godot has a headless mode for servers, etc. I certainly wouldn't pick it as my first choice for all the other reasons you listed though.

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