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Godot 3.3

godotengine.org

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Re: Godot 3.3

#81
post #21

Earlier quoted context omitted.

Can you give some examples?

In my experience Godot is a significantly more coherent 2d engine. In Unity a 2d game is running in its 3d engine, and useful functions will often be limited to operating on different pairs of dimensions ((x,y) (x,z) (y,z)).

But that's how 2D games actually work. They're really just 3D games with an orthographic camera. It doesn't really make sense to have separate 2D and 3D engines.

Re: Godot 3.3

#82
post #71

Is anyone aware of any serious(ish) open source game projects using Godot? I very much like the idea of game development as a hobby project and I'd think that contributing something small to an existing project is a better way to learn the ropes than just making an entire game by myself.

If you're just in the beginning stage of thinking about game development as a hobby, I highly recommend just jumping on a project without getting too hung up on the engine. I've shipped hobby games using Unity, RPG Maker, and UE4, but I've also shipped a (crappy) ASCII platformer on top of ncurses. The highest value from the exercise is just jumping in and figuring things out.

That's a preamble to recommending to check out popular open source games like OpenTTD, 0 A.D., or Cataclysm: Dark Days Ahead. None of them use Godot, but they all use game development principles that you would apply in Godot if you were using it.

Re: Godot 3.3

#83

Earlier quoted context omitted.

In my experience Godot is a significantly more coherent 2d engine. In Unity a 2d game is running in its 3d engine, and useful functions will often be limited to operating on different pairs of dimensions ((x,y) (x,z) (y,z)).

But that's how 2D games actually work. They're really just 3D games with an orthographic camera. It doesn't really make sense to have separate 2D and 3D engines.

Core engines no, but Godot scene model overall fits very well for making 2D games. You end up using naturally named things, composing stuff on a 2D plane, etc. I'm sure an experienced unity user can cut through the noise.

Re: Godot 3.3

#84

Earlier quoted context omitted.

In my experience Godot is a significantly more coherent 2d engine. In Unity a 2d game is running in its 3d engine, and useful functions will often be limited to operating on different pairs of dimensions ((x,y) (x,z) (y,z)).

But that's how 2D games actually work. They're really just 3D games with an orthographic camera. It doesn't really make sense to have separate 2D and 3D engines.

Maybe HammerShaft is referring to the fact that Godot usually has separate components for 2D and 3D?

Like, there's Node2D and RigidBody2D and Bone2D and Camera2D etc etc etc.

Re: Godot 3.3

#85
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…

I tried Godot again like ~8 months ago and the C# support was still awful to the point that I'd consider 'first-class C# support' an outright lie. It might be 'officially supported', but it's in 'late alpha' since 2018 and is very obviously a second-class citizen, which should be clear just from the bad state of the C# docs. Community resources for C# are also much more sparse (subpar support probably contributes to…

Yeah, no idea why C# was introduced other than to appeal to people with zero game dev experience who might be lured in by thinking their knowledge of C# is going to matter.

Also, the async/threading model breaks it's chains and requires developers to know about the internal implementation. That to me is a serious WTF.

Re: Godot 3.3

#86
post #77

Earlier quoted context omitted.

And as mentioned in the article/release, they are serious about maintaining Godot 3 and won't neglect it in favor of 4.

The more comments I read in this thread, the more this sounds like Perl 5 and Perl 6.

It seems as though this is kind of a common paradigm for game engines. Because the tech and/or best practices move so quickly, trying to lock in full backwards compatibility becomes a burden and thus engine devs fall back to "If you started your game on 3.x then it's probably best to stay there. Your next game can start fresh on 4.x"

Re: Godot 3.3

#87
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…

I can’t tell if the Godot team is serious about commercial viability.

My company cannot afford to wait until Godot 4 to build product. And since we’ve got a big investment in prior work, there is little chance we will switch that work over to a platform that will be brand new in a short period of time.

Re: Godot 3.3

#88

Earlier quoted context omitted.

I tried Godot again like ~8 months ago and the C# support was still awful to the point that I'd consider 'first-class C# support' an outright lie. It might be 'officially supported', but it's in 'late alpha' since 2018 and is very obviously a second-class citizen, which should be clear just from the bad state of the C# docs. Community resources for C# are also much more sparse (subpar support probably contributes to…

Yeah, no idea why C# was introduced other than to appeal to people with zero game dev experience who might be lured in by thinking their knowledge of C# is going to matter. Also, the async/threading model breaks it's chains and requires developers to know about the internal implementation. That to me is a serious WTF.

Isn't it obviously to lure unity users?

Re: Godot 3.3

#89
I'd love to create a game but the sheer amount of time and effort to build something is insane. And then you have to hope you are really good at marketing or you hit the social media lottery.

Re: Godot 3.3

#90
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…

I can’t tell if the Godot team is serious about commercial viability. My company cannot afford to wait until Godot 4 to build product. And since we’ve got a big investment in prior work, there is little chance we will switch that work over to a platform that will be brand new in a short period of time.

Well you're welcome to hire some extra engineers on Godot's behalf. They can only go so fast with shoestring budget. If it doesn't meet your requirements, consider alternative engines such as Unreal.

Don't get me wrong, I'm not saying you have no right to complain. But the way you're going about it is off-putting. Godot's devs are working hard and what you're saying isn't constructive.

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