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Godot 3.3

godotengine.org

61–70 of 138 posts

Re: Godot 3.3

#61
Very excited for the improved FBX import. Haven't tested it yet but it should finally allow me to properly import some Kenney assets I acquired.

Re: Godot 3.3

#62

Godot is a really good engine but there's one thing which I cannot get to work properly: UI font rendering. The interface font is blurry across platforms. I hope they introduce a fix for it.

You need to add a different font yourself. The default font is useless.

Re: Godot 3.3

#63
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…

> console development. Curious if you had a direct experience with the console side of things with your game? Also, can I provide you an opportunity to promote your game by asking you to tell us more about the game you shipped? :) (The rest of this isn't directed at you but more trying to clarify the Godot console situation for anyone else interested.) I've noticed there seems to be a lot of misunderstanding (particu…

I shipped a game exclusive to PS4 using UE4 about 4 years ago.

Godot by default does not support consoles. Yes, you can to employ another company to port it for you, but that is a no go for me. UE4 on the other hand you can do it all yourself once you get the developer kit and access (legally) to the platform of your choice.

On the other hand you can easily do mobile with Godot.

Re: Godot 3.3

#64
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…

What kind of game did you ship? Was it 2D or 3D? I was starting to make a 3D game for mobile and was planning on using UE4, but I've heard a lot of good things about Godot. Are there any pain points or blind spots in Godot's feature set?

With UE4 you have a very large engine to deal with. With Godot you'll spend more time making your game look AAA.

for 2D I'd definitely go Godot.

I mostly do 3D games with fixed or limited range cameras (not first persons) so Godot works nicely.

Overall you'll need to understand well the engine you choose going forward. They all have their pros and cons.

As an example, it takes 3-4 hours to recompile the UE4 engine source code (for customization). Godot, about 4-12 minutes, in its entirety.

Re: Godot 3.3

#65
post #31
post #28

Earlier quoted context omitted.

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.

I use both GDScript and python professionally. Yes there are a lot of differences but overall if you know Python, learning GDScript is _very_ easy.

Re: Godot 3.3

#66
>Fabio Alessandrelli (faless) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API).

This feels so satisfying for some reason, it feels like it set ups a great feedback loop where improvements needed to improve the editor also result in improvements to the whole platform

Re: Godot 3.3

#67
post #55
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…

Which language did you use? GDScript?

Yes GDScript. Very few gotchas, very easy to learn and maintain in my head. I believe I had to recompile the engine a few times for various things, which took a bit more, but the game can be shipped entirely with GDScript.

Having used C++ and Blueprints extensively, GDScript is really a breeze. Of course games perform better if made entirely in low level C++, but as an indie you have to make a choice and you have to ship a game.

Re: Godot 3.3

#68

Earlier quoted context omitted.

There is no built in occlusion system. So I would say no.

Wait, so if it's not good at 3D outdoor scenes, and not good at 3D indoor scenes, then... what is it good at, in terms of 3D games? That would only leave 3D models + minimal scene (e.g. top-down/isometric games), which minimizes the amount of occlusion?

With regard to 3D indoor scenes, performance is entirely related to the complexity of the scenes & how much effort is put into loading/unloading non-visible areas etc.

For a couple of data points, here is the official Godot third person shooter demo:

https://github.com/godotengine/tps-demo

And you can also find "Platformer 3D" demo here (playable in browser too):

https://godotengine.github.io/godot-demo-projects/

The showcase also has some 3D games that have been produced:

https://godotengine.org/showcase

Also TailQuest in development 3D Platform/Puzzle:

https://www.reddit.com/r/godot/comments/gnfjn9/tailquest_so_...

Various people have experimented with voxel worlds and other things which push the limits of the engine & are viewable on YT.

In short, with 3.0, Godot isn't competing with, say, Unreal in the 3D realism stakes but it still has more 3D capability than most people who start to make a 3D game will actually hit when the scope of the work required becomes apparent. :)

Re: Godot 3.3

#69
post #63

Earlier quoted context omitted.

> console development. Curious if you had a direct experience with the console side of things with your game? Also, can I provide you an opportunity to promote your game by asking you to tell us more about the game you shipped? :) (The rest of this isn't directed at you but more trying to clarify the Godot console situation for anyone else interested.) I've noticed there seems to be a lot of misunderstanding (particu…

I shipped a game exclusive to PS4 using UE4 about 4 years ago. Godot by default does not support consoles. Yes, you can to employ another company to port it for you, but that is a no go for me. UE4 on the other hand you can do it all yourself once you get the developer kit and access (legally) to the platform of your choice. On the other hand you can easily do mobile with Godot.

Thanks for sharing your experience.

And, yeah, that's fair enough--although I imagine if you offered one of the companies enough money they might be willing to license their port under similar terms to those Epic offers UE4 console support under. :D

(And given at least two companies have apparently ported Godot so far, porting it oneself is presumably also an option & one would have full source to work with.)

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