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Godot 3.2

366 pointsby makepanicover 5 years ago

22 comments

zubspaceover 5 years ago
Been playing around with the Release Candidate, coming from Unity. Here&#x27;s a list of things which I like &#x2F; dislike:<p>++ Open License and friendly community.<p>++ The scene graph (node tree &#x2F; prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well.<p>++ The inbuilt scripting documentation is great.<p>- C# is not fully there, yet. No Visual studio integration. Debugging through VSCode is a pain. WebAssembly Exports are not optimized yet. That&#x27;s why I sticked with GDScript.<p>+ GDScript is a nice language with optional type hinting. But refactoring can mostly be done through search&#x2F;replace.<p>++ Windows and HTML&#x2F;WebGL exports are super fast. I did not have problems since the RC.<p>- The inbuilt editor for GDScripts is ok. But I&#x27;m missing my VIM shortcuts...<p>- Arrays, dictionaries are not generic. Enums are not typesafe either. Bit me a few times.<p>- You cannot inspect the scene in the editor visually while debugging. This is what I miss the most coming from unity. Some things are really hard to debug this way, for example if you use procedural generation.<p>- 2D coords starting at the top left corner of the screen and increasing right&#x2F;down is really confusing. If the player jumps, y goes down. It&#x27;s a bit strange.<p>- I&#x27;m a bit afraid regarding the +5000 open issues on github. I wonder, how they will handle that in the future...
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electronstudioover 5 years ago
When I started developing RetroWar[1], I found Unity quite a disappointment, and so I developed my own custom engine in Kotlin. It works very well, but it took several years.<p>Recently I tried Godot because I was looking for something simple I could teach to kids[2], and I was amazed how easy it makes game creation. I made these games with no experience in just a couple of days!<p><a href="https:&#x2F;&#x2F;github.com&#x2F;electronstudio&#x2F;godot_racing" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;electronstudio&#x2F;godot_racing</a><p><a href="https:&#x2F;&#x2F;github.com&#x2F;electronstudio&#x2F;godot_space" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;electronstudio&#x2F;godot_space</a><p>GDscript is great. It&#x27;s similar enough to Python that kids who know Python won&#x27;t notice much difference, and it actually simplifies things for beginners, e.g. you can use objects without the need to define classes because they are created automatically when you create a script.<p>Godot is still a little rough around the edges, e.g. not everything has keyboard shortcuts, sometimes it crashes, some of the built in tools like map editor are very fiddly to use. But it&#x27;s open source so I&#x27;m sure they will be fixed eventually (and if they aren&#x27;t I can always do it myself.) The only major issue I can see for the future of Godot is the lack of exporters for Xbox, Playstation and Switch.<p>[1] <a href="http:&#x2F;&#x2F;retrowar.net" rel="nofollow">http:&#x2F;&#x2F;retrowar.net</a><p>[2] <a href="https:&#x2F;&#x2F;loughton.me.uk&#x2F;2020&#x2F;01&#x2F;22&#x2F;godot.html" rel="nofollow">https:&#x2F;&#x2F;loughton.me.uk&#x2F;2020&#x2F;01&#x2F;22&#x2F;godot.html</a>
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shafyyover 5 years ago
Folks, if you love Godot make sure to support them on their Patreon: <a href="https:&#x2F;&#x2F;www.patreon.com&#x2F;godotengine" rel="nofollow">https:&#x2F;&#x2F;www.patreon.com&#x2F;godotengine</a><p>(I&#x27;m not affiliated with Godot, I just use it and love it)
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arminiusreturnsover 5 years ago
Godot has been a breath of fresh air for me lately (been running master branch for a while) and I know that it is going to only get better. I can&#x27;t wait for the vulkan renderer to be ready, I think it&#x27;s going to a game changer for godot.<p>After Epic originally promised to make linux a first class citizen, I went all in ue4, but they lied and went back on all those promises, and I have since moved to a completely open source gamedev pipeline and I think it&#x27;s the future.<p>For example, think about how much mods make or break game longetivity and communities. If valve hadnt given us world hammer, there would be no counterstrike, no tf2, no garrys mod, no age of chivalry and ergo no chivalry medieval warfare. The residual effects of modding capabilities are huge, and having formats that are easy to work with with normal tooling (like gltf) mean open source gaming in a game engine like godot (or a few others, armory3d is another) could be a sleeping giant just in the early stages of waking.
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diegoperiniover 5 years ago
I loved the tone of this article. The parts where it says things like &quot;Bastiaan did this, Yuri did that...&quot; is what I always want to see in these kind of technology news.
blensorover 5 years ago
Thanks to the Godot devs. I&#x27;ve been using the 3.2 betas over the last months and I was totally happy with the experience. But I am happy that I can work with an official release version now which makes it easier to have others use the codebase as well.
nnqover 5 years ago
Anyone here using Godot for VR&#x2F;AR dev? ...curious what&#x27;s the story here and how it stands against Unity on this front since I&#x27;m lately interested with developing VR productivity apps and using a game-engine seems like kind of the only viable cross-platform solution for this, the path that others have taken too.<p>But which engine... that&#x27;s an open question, and I&#x27;m not that fond of Unity :)
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jokoonover 5 years ago
I tried to learn it a little but I did not manage to understand how it works, I don&#x27;t really like the whole WYSIWYG thing, it forces the developer to surrender control, and you waste a big amount of time teaching yourself how it works internally, time that could be spent being productive with a simple renderer.<p>It also seems to support c++ as &quot;gdnative&quot;, although it requires another compiler to link against godot&#x27;s binaries. It seems awkward because you still need to use the godot editor, and there is still a lot of interfacing to write.<p>It seems like a good alternative to unity, but in the end, all I want is an engine, not a &quot;framework&quot; or some awkward scene editor with some kind of Node hierarchy&#x2F;interface.<p>I could say the same thing about UE4. I hear everywhere that&#x27;s it&#x27;s the place to go, that &quot;everybody uses it and it&#x27;s the norm in the industry if you want to make a game from scratch&quot;, but the reality is that those frameworks are too big and too feature rich. It sounds like they want to attract young developers to lock them into those awkward frameworks, because they advertise it as being full-featured engines, but small developers might not really need to focus on bleeding edge rendering, so it doesn&#x27;t make sense.<p>I know there are engines like Ogre3D, but I would rather spend time learning an actual universal graphics API that works on all hardware, which has more value on a resume, and I can just use what I need. All other things like audio, animation, inputs, physics, etc are available as C++ libraries.<p>Those frameworks are saying &quot;see? you can make your own game with those tools!&quot;, but when you actually learn how a computer works, and know how to write code, you realize you want to avoid those frameworks because they conceal too much from the programmer, and usually you don&#x27;t want a developer to not understand what the framework is doing. I guess this is why people have a problem with certain object-oriented practices and abstraction.<p>EDIT:<p>Here is a nice video which benchmarks unity against a simple, very similar from-scratch equivalent. <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=tInaI3pU19Y" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=tInaI3pU19Y</a>
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cdiamandover 5 years ago
I stumbled upon Godot after seeing (and buying) <a href="https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1189230&#x2F;Door_in_the_Woods&#x2F;" rel="nofollow">https:&#x2F;&#x2F;store.steampowered.com&#x2F;app&#x2F;1189230&#x2F;Door_in_the_Woods...</a><p>It&#x27;s an ascii roguelike with a neat 3d aesthetic.<p>Godot was a pleasure to install and play around with it. I recommend taking a look!
somebodythereover 5 years ago
I am refreshed by Godot&#x27;s versioning scheme. Point releases are something to get excited about.
edf13over 5 years ago
Congrats to all 450 contributors who worked on this over the last 10 months! GoDotEngine is something on my list of things to get into as soon as time allows.
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xwowsersxover 5 years ago
My son (10 years old) wants to learn how to make games so we sat down together and went through the tutorial from the beginning. Very enjoyable.
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diseaseover 5 years ago
Supporting the web target for c# is a HUGE deal for me as someone that makes hobbyist game jam projects and doesn&#x27;t want to learn another language (already know c#, not thrilled about learning GDScript).<p>I can&#x27;t understate how much of a big deal the growing support for c# is. Both for non-game devs who want to dip their feet in making games and also luring in current Unity developers.
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woollysammothover 5 years ago
I&#x27;ve been working with Godot&#x2F;Websockets lately and it has been really enjoyable -- excited for Juan&#x27;s 4.0 vulkan work!
Kiroover 5 years ago
I make 2D games and it seems that Godot is good for that. I&#x27;m scared of GDScript though, e.g. not being able to use a package registry that normally comes with standard languages. What&#x27;s everyone&#x27;s experience?
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WillYouFinishover 5 years ago
I feel like I used Godot wrong when I read these comments. I did three small games and it seemed to me that everything in Godot was put on the same complexity level. Everything is simple, but super simple tasks have become harder. And then there are inconsistencies like the sprites are not in the node tree but in another space. I don’t get it. I found it really hard to get my ideas into the engine. The low level approach would take just a fraction of the time for me.
eli_gottliebover 5 years ago
This looks really nice. Every time I see Godot, I tell myself that one day I&#x27;ll get around to making that game I dreamed up in undergrad.
rcarmoover 5 years ago
Need to try it ASAP, although I see the issue that prevented my kids from using it (<a href="https:&#x2F;&#x2F;github.com&#x2F;godotengine&#x2F;godot&#x2F;issues&#x2F;24890" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;godotengine&#x2F;godot&#x2F;issues&#x2F;24890</a>) is still open - managed accounts present a few challenges, but I hope this has been sorted somehow.
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malkiaover 5 years ago
The UI looks really polished, but it&#x27;s missing one crucial feature - multi-monitor (&quot;window&quot;) support - with docking.
phnover 5 years ago
Just in time to try it on the global game jam next weekend!
legostormtrooprover 5 years ago
I&#x27;ve been waiting for this! My friend and I were starting to doubt it would arrive.
ncmncmover 5 years ago
It took rather some poking around the site to discover that Godot is (apparently) a game engine coded in C#.<p>Hint for people posting release announcements: you could save a great many people quite a lot of time, cumulatively, with just a single short sentence in the first paragraph of your announcement. You probably would pick up some new participants who would have given up in disgust before they could discover what the hell the thing is.
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