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Godot 4.0 Released

godotengine.org

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Re: Godot 4.0 Released

#62
post #54

Earlier quoted context omitted.

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.

I could be wrong but I vaguely recall that perhaps the engineer that pioneered the technique for Unreal Engine developed the POC in Godot.

Re: Godot 4.0 Released

#63
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?

How does sharing or not sharing widgets with blender make this “another graphics app reinventing the wheel”? Godot is a game engine, not [just] a graphics app.

But yes, Godot 4 directly translates interfaces with .blend files.

Re: Godot 4.0 Released

#64

Earlier quoted context omitted.

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

How does sharing or not sharing widgets with blender make this “another graphics app reinventing the wheel”? Godot is a game engine, not [just] a graphics app. But yes, Godot 4 directly translates interfaces with .blend files.

> dogfooding of implementing the UI with the engine itself

It's been pretty common in the past for every pro graphics app to build its own x-platform GUI widgets library. Was hoping this could come to an end, as it is a waste of time.

Re: Godot 4.0 Released

#65
post #30

Earlier quoted context omitted.

Not the OP but I can pitch in that, for me, it is important (and I'd add: efficient) to invest my scarce time in a language that can be used in several contexts e.g.: Using python, I can do games, scientific/bio work, math, web backends etc. The same time investment in GDScript will only net me experience with GDScript which right now only exists in Godot.

From my experience it's a lot easier to learn another language than to learn a new model of operation or new concepts entirely. And if you'll want to work with Godot, that will likely be the main barrier, and the main thing that will not be transferable to other contexts. The language however, can only make working with the concepts easier or harder. Godot team has decided that having their own language designed for…

On your last point, even just a language like JavaScript (or even Java) has, over long enough periods of time, evolved to accumulate enough new features and common idioms that if you look at typical code from the 90s vs now in those languages, it's not hard to picture entirely different languages. And engineers are expected to just learn the new changes and keep on, much as they're expected to just learn algorithms, libraries, test frameworks, other domain specific frameworks that come and go, database stuff, profiling and other monitoring methods, security concerns, how not to violate the GDPR, ....

But suggest a different language or a DSL for something, no matter how much sense it makes (sometimes getting simple SQL in places is a political struggle, and it's unfortunate when teams develop a "regex expert" even though all the regexes are simple), even one that is already super similar to one they already know like GDScript and so is rather trivial to learn (no one's asking you to learn something on the order of complexity and different-to-others like Haskell here), and devs start putting their foot down and saying "Of all the things, I"m not learning that!"

Re: Godot 4.0 Released

#66

Earlier quoted context omitted.

How does sharing or not sharing widgets with blender make this “another graphics app reinventing the wheel”? Godot is a game engine, not [just] a graphics app. But yes, Godot 4 directly translates interfaces with .blend files.

> dogfooding of implementing the UI with the engine itself It's been pretty common in the past for every pro graphics app to build its own x-platform GUI widgets library. Was hoping this could come to an end, as it is a waste of time.

Blender is licensed under GPL, which makes it incompatible with most commercial game development.

Re: Godot 4.0 Released

#67
post #54

Earlier quoted context omitted.

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.

No, Unity does not have realtime GI. There is precomputed realtime GI but it's old and limited.

Re: Godot 4.0 Released

#69
I wonder if Godot will become the best way to teach introductory programming to students?

It's very easy to create simple toys with Godot, because it has a Python-like scripting and good UI.

Re: Godot 4.0 Released

#70

Does anyone recommend a good resource for diving into Godot 4.0 as a complete beginner? I'm talking introductory materials and an overview of the bigger ideas, not (yet) the nuanced details.

Maybe it's too basic, but GD Quest is working on "Learn GDScript from zero" which runs in a browser.

https://github.com/GDQuest/learn-gdscript

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