Godot 4 Release Candidate 1
godotengine.org
Godot 4 Release Candidate 1
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Re: Godot 4 Release Candidate 1
#2Re: Godot 4 Release Candidate 1
#3[1] In the godot-cpp library: https://github.com/godotengine/godot-cpp
Re: Godot 4 Release Candidate 1
#4Re: Godot 4 Release Candidate 1
#5Congratulations to the Godot team for reaching this milestone. As someone who leads a team working on a game project using an old, custom engine we have a quiet desire to switch to a different engine. There is a temptation to consider investing in Godot over one of the other tried and true engines due to its leanness and open source nature but still feels like a gamble for a 3D project. I wish there were more people…
I for one am hoping there's a Rust-based engine on the horizon in the next 5 years (Bevy perhaps?)
Re: Godot 4 Release Candidate 1
#6As much as I'm looking forward to 4, has GDExtension been stabilized / documented yet? I know there's the existing C++ example [1], but I really, really don't want to jump through a scons & C++ project simply to call a single native function in a DLL. You can do such a thing with GDNative, and I presume that it is possible in GDExtension as well, though it isn't obvious how to do so. This strikes me as a huge barrier…
This is why at the moment, you cannot live-reload a compiled GDExtension library, as the assumption is that it's a product that being provided to the user of the editor, not something which the game developer is directly creating.
I think there might be some mechanisms/hooks to allow this to work as wanted, but it has to work quite differently.
[1] https://github.com/godotengine/godot-proposals/issues/4437 [2] https://github.com/godotengine/godot/issues/66231
Re: Godot 4 Release Candidate 1
#7Congratulations to the Godot team for reaching this milestone. As someone who leads a team working on a game project using an old, custom engine we have a quiet desire to switch to a different engine. There is a temptation to consider investing in Godot over one of the other tried and true engines due to its leanness and open source nature but still feels like a gamble for a 3D project. I wish there were more people…
Curious about the reasoning behind this? Has your engine had good technical leadership, or is it tacked together based on need? (If I were starting a studio today, I'd strongly prefer build an engine for our teams from the ground up, but that's certainly counter to the intuition of most, and likely inadvisable.)
As a builder on the team of one of the largest deployed Godot projects, it is certainly effective and I'm incredibly glad exists—I am very happy to use it, but it's not without its pain points. I rate it significantly better than Unity, a fair bit worse than Unreal (but ), open source is a major benefit (we have our own modifications), and there are some peculiar maintainer/code/project decisions...but we can deal with it. All that said, we'll probably never be able to upgrade to Godot 4, but Godot 4 looks damn good.
Re: Godot 4 Release Candidate 1
#8Re: Godot 4 Release Candidate 1
#9Re: Godot 4 Release Candidate 1
#10A better introduction to Godot 4 might be the following blog post: https://godotengine.org/article/dev-snapshot-godot-4-0-beta-...
Has pretty pictures and everything too.