I've shipped a commercial game in Godot 3.2. I'm also well versed and shipped games in UE4.<p>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.<p>There are only two caveats: understand what Godot is not good at, 3D open world / large landscape, and console development.<p>Godot 4.0 was a total mess the last time I tried it though. The Vulkan stuff was completely half baked and the UI was acting out. Godot 3.2 though, solid fun.
I’ve been using Godot for the last month. It’s been so fun to get back to game development as a hobby (it’s how I got into software development). I’ve tried many other game engines in the last few years but Godot just really ... works for me. It just clicks. Love it. Excited to try the new version!
Looking forward to checking this out. I've been playing around with some physics based ideas in Godot but had issues with collisions. Hoping that the collision fixes mentioned in the changelog applies to what I'm doing.<p>I'm very impressed with the quality of Godot and its continuous improvements.
If you want to give Godot a try, now's probably the best weekend to do so:<p><a href="https://ldjam.com/" rel="nofollow">https://ldjam.com/</a>
I picked up Godot years ago, and played with it on and off, because I am only a hobbyist. I have been spending time in Godot and in Stride[0], an opensource Unity-like 3D GE, but with a lot less clutter and fantastic C# and VS/VS Code support. Stride also has a lot of great documentation and examples, and you can utilize C# scripts from Unity with some tweaking. The visual effects program vvvv, has a new product gamma based on Stride[1]. When and if Godot gets stronger on 3D, I may switch completely to it, although I wish it had a Lisp/Scheme for the scripting language...maybe Janet[2] could be used! Like I said my wish list. I am so happy there are so many choices available. I started programming in 1978, so things have come a long way for sure!<p>[0] <a href="https://stride3d.net/" rel="nofollow">https://stride3d.net/</a>
[1] <a href="https://vvvv.org/" rel="nofollow">https://vvvv.org/</a>
[2] <a href="https://janet-lang.org/" rel="nofollow">https://janet-lang.org/</a>
>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).<p>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
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.
Kotlin is getting support btw
<a href="https://github.com/utopia-rise/godot-kotlin-jvm" rel="nofollow">https://github.com/utopia-rise/godot-kotlin-jvm</a>
I have been using Godot extensively for the last couple years and it's an absolute joy to use.
Documentation had some holes at the time I started, but it was not very difficult to figure everything out by looking at the demo repository. After that, doing stuff like procedural textures or sound effects was almost too easy.
The UI widget support is excellent. It's so easy to put together and add logic to any display or interface element I could think of, even when making them adaptive to screen resolution. Whenever I have to do something with GTK or QT or other widget libraries I kinda wish I had as much as a fun time as putting interfaces together with Godot.<p>The animation support is also excellent, allowing to key every node property and even adding code calls perfectly adjustable in the timeline. I never used Flash to create things myself, but I hear people comparing Godot to it in terms of being able to do stuff. And from my own experience I believe it.<p>For 2D games I can't quite think of anything better. My own stuff has plenty of 2D visual effects (think of a discount version of the Super Robot Wars series in terms of looks), shaders, a zillion explosions and even my former computer (already a toaster circa 2014) barely registered CPU activity. 3D wasn't as good, although I was able to do little things that looked fine and performed okay in my former computer, it was noticeably more intensive, and the 3D demos by other people with full effects and high poly counts went at like 5FPS (they run smooth in my new machine, but gotta think of the weakest link). Godot 4.0 promises interesting upgrades on that field, though.<p>Since my game is going to need 3D for dungeon navigation I think I'll try to wait until 4.0 is released to finish that part, even if I have to port my code to accommodate for breaking changes. I did it with an earlier game in the transition from 2.x to 3.x and was a bit tedious but not really difficult. I'm not in a hurry and I can improve plot and features while at it, I'm just going to release it as FOSS when done, so I can wait and see if the improvements are worth it.
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.
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.
I was reading this post and salivating. Delicious. Godot is my favorite engine right now, and for me the very best. It just clicked with me. I tried pretty much all of them. And did my fair share of personal engines through the years. Godot has it all covered.
Godot looks awesome but what keeps me from using it is the lack of console support. Does anyone know why that is? I’m guessing licensing and stuff like that.<p>Might be third party companies out there that could be hired to do the porting, but I don’t know.
I get worried when people tell me an upcoming release (4.0) will be compatibility breaking. I really like Godot, it is so conceptually clear and easy to work with.<p>This is an open source project, so they can do what they want.
Having been trying to using this, but strangely found that there is no c++ version available for Windows, whereas it is the preferred version in linux. Is this the case?.