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Godot 3.3
- stolen_biscuit 5y agoConsistently impressed by the dedication of the Godot developers. Love to see such a healthy and well-managed open source community!
- jayzalowitz 5y agoI have been waiting for Godot ..... 3.3....
- xahrepap 5y agoI’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!
- gota 5y agoDo you have any suggestion on best learning path/resources for someone with a similar background and goals?
- jarrell_mark 5y agohttps://youtu.be/SQ7soQ-N-eQ https://youtu.be/SQ7soQ-N-eQ this is the series I started out with. Would recommend it as an easy intro to 3d. I had tried pygame and pandas3d before but none of them clicked like Godot
- krapp 5y agoUdemy has a few good tutorials, but on Youtube check out Tutemic's code architecture course[0], HeartBeast[1], GDQuest[2], GameFromScratch's Godot tutorial series[3] and CodeWithTom[4]. And of course on the blue website /r/godot and /r/madewithgodot [0]https://www.youtube.com/watch?v=yRHN_WEulLc https://www.youtube.com/watch?v=yRHN_WEulLc [1]https://www.youtube.com/channel/UCrHQNOyU1q6BFEfkNq2CYMA https://www.youtube.com/channel/UCrHQNOyU1q6BFEfkNq2CYMA [2]https://www.youtube.com/c/Gdquest/videos https://www.youtube.com/c/Gdquest/videos [3]https://www.youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d https://www.youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ss... [4]https://www.youtube.com/c/CodewithTom/videos https://www.youtube.com/c/CodewithTom/videos
- stolen_biscuit 5y agoI'll also add in the Godot recipes by Kids can Code, don't let the name fool you they have great miniature tutorials for implementing all sorts of common things in Godot https://kidscancode.org/godot_recipes/ https://kidscancode.org/godot_recipes/
- xahrepap 5y agoYes! https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48fn2SlrW0KoLT4n5egNdX-W9a https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48f... I really enjoyed his style and he does a good job hitting all the important points.
- hnick 5y agoIf you want text, and something very simple, then I would (and did) start here: https://docs.godotengine.org/en/stable/getting_started/step_by_step/your_first_game.html https://docs.godotengine.org/en/stable/getting_started/step_... It was a very simple process, there were one or two typos I found in the code that an experienced programmer should be able to resolve themselves if they haven't been fixed yet. I haven't done more yet since but would like to. Unfortunately playing games is too fun.
- keyle 5y agoThat's exactly my thoughts on Godot. It's not just fun the first week, it stays fun with a large game as well. Refactoring is not bad at all and it's really easy to maintain all the knowledge in one's head.
- rafaelvasco 5y agoI 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.
- publicola1990 5y agoHaving 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?.
- DisownedWheat 5y agoI'm not sure what you mean. The engine is written in C++. There is the standard build which comes with GDScript and the Mono build which also has C# support. Both support dynamic libraries. You can download the source and compile it very easily on any platform if that's what you're after?
- publicola1990 5y agoI mean there is no standard build/distribution for c++ on windows, whereas c++ build is available for linux. Isn't it a bit onerous to ask the users to build/rebuild the whole engine/toolchain if we want to use the c++ version in Windows. I don't compile Intellij for my environment to use if, for example.
- DisownedWheat 5y agoI'm still not following sorry? All builds (except for server/headless build which is Linux only) are available for Linux, macos and Windows as binaries. This includes the standard build and the Mono build. All builds are also capable of loading dynamic libraries at runtime which you can write in C++. Compiling the whole thing definitely seems onerous but it's surprisingly easy, even for me who barely knows C++. If you're interested you can read about it here: https://docs.godotengine.org/en/stable/development/compiling/compiling_for_windows.html https://docs.godotengine.org/en/stable/development/compiling... Most people don't compile the engine themselves though, but it's a very viable option if you know how to use a command line.
- publicola1990 5y agoSo with the standard Godot binaries for Windows can I write my Godot project in C++, without having to build whole of Godot locally?
- viceroyalbean 5y agoLooking 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. I'm very impressed with the quality of Godot and its continuous improvements.
- keyle 5y agoWhat issues are you having with physics? I should rephrase, what issues are you having with physics in Godot that are not in other engines? I say this because I've shipped physics simulation games and Godot has been the simplest most reliable engine for that.
- viceroyalbean 5y agoI'm guessing I'm doing something wrong on a basic level, but I couldn't get collision detection working between a KinematicBody and a RigidBody. In the game my character (the kinematic body) would walk into the object and it would be pushed as expected, but the kinematic body would not register collisions. I haven't played around with other engines that much so I can't comment on how they work.
- jensvdh 5y agoHow does it WebASM version compare to Unity? Does it support 2D lights and shadows?
- The_rationalist 5y agoKotlin is getting support btw https://github.com/utopia-rise/godot-kotlin-jvm https://github.com/utopia-rise/godot-kotlin-jvm
- keyle 5y agoI'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, and console development. 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.
- void_mint 5y agoThis matches my experience (but replace UE4 with Unity). Godot just doesn't fight you the way Unity does.
- aroman 5y agoCan you give some examples?
- Hammershaft 5y agoIn 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)).
- aroman 5y agoSure, but as someone working on a moderately sized 2d game in Unity - I’ve never really found that to be anything more than a minor annoyance. At most it’s just an extra cast here or there. Are there other examples of it being better for 2d?
- mekkkkkk 5y agoOne thing that makes Godot smoother in my experience is its project structure. It doesn't use traditional ECS, but relies on inheritance and composition. Combined with the "everything is a node" mindset, it makes it much easier to maintain a mental map of the game. The node hierarchy tree is much more revealing than in Unity atleast (I've dabbled in both). EDIT: This doesn't just apply to 2D, so maybe it's a weird reply.
- Black101 5y agoDANG is like a kid... (he likes to have too many rules)
- paper743cut 5y agoGodot Rocks. Thanks to all devs
- Flex247A 5y agoGodot 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.
- juki 5y agoI seem to recall there being some hiDPI setting in the project options that fixed the blurry fonts for me (on Windows). I think the problem is just that on hiDPI screens everything, including text, is still rendered with whatever size the programmer picked and the result is just naively scaled according to the OS settings (which works ok-ish for non-text graphics). The hiDPI setting removes the automatic scaling, so developers have to account for hiDPI screens themselves (not making everything too tiny).
- cyborgx7 5y agoYou need to add a different font yourself. The default font is useless.
- nightowl_games 5y agoThere's a pull request for SDF based fonts that should make the labels really good all the time. I have no issues with current fonts. Enable filter in your font settings, can try importing at a massive size designing at a high render scale, and using the viewport scaling to scale it down. Native viewport (no scaling) and using no scale on your labels should make it all render as you'd expect, however.
- leshokunin 5y agoHopefully it’s slower so we can all be waiting for Godot
- cyborgx7 5y agoVery excited for the improved FBX import. Haven't tested it yet but it should finally allow me to properly import some Kenney assets I acquired.
- polytely 5y ago>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). 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
- rplnt 5y agoIf you want to give Godot a try, now's probably the best weekend to do so: https://ldjam.com/ https://ldjam.com/
- vkk8 5y agoIs 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.
- indigochill 5y agoIf 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.
- sgt 5y agoWill Godot work for my cat jumping game?
- Bost 5y agoWaiting for Godot full play https://youtu.be/H5zoztwfs40 https://youtu.be/H5zoztwfs40
- ggvvfdde 5y agoI'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.
- pradn 5y agoPerhaps make something small for yourself or a loved one in your life? It feels great to finish something, however small! And people who aren't programmers are super happy you made a game for them.
- falsaberN1 5y agoI 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. 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. 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. 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.
- eggy 5y agoI 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! [0] https://stride3d.net/ https://stride3d.net/ [1] https://vvvv.org/ https://vvvv.org/ [2] https://janet-lang.org/ https://janet-lang.org/
- MH15 5y agoStride seems cool I'll have to check it out. There are a lot of "C# Unity like engines" but this seems more polished than most.
- georgeecollins 5y agoI 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. This is an open source project, so they can do what they want.
- to-too-two 5y agoGodot 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. Might be third party companies out there that could be hired to do the porting, but I don’t know.