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I've been using Godot 3 for 2+ years. It's great. There's some downsides to Godot for sure, but I think they will all be resolved over time. I could work on Go
by nightowl_games 4y ago
I've been using Godot 3 for 2+ years. It's great. There's some downsides to Godot for sure, but I think they will all be resolved over time.
I could work on Godot for the rest of my life. It brings me great joy to contribute to the engine. I would never feel comfortable writing Unity code again, as I do not want any other commercial interests injected into my artwork, my hobbies and my craft.
Godot is truly a public good.
- thsbrown 4y agoI have been using Unity a long time and in general appreciate it, despite it's many many quirks and rough edges. That said I'm extremely excited to see an open source alternative that looks to have a very active community around it and that looks to be doing great things! If blender has taught me anything, it's that having a fantastic free and open source tool in a sea of commercial offerings benefits everyone. The paid offerings are forced to up their game, the consumer benefits with more competitive pricing and those that can't afford to buy tools have a great product at their disposal in which to learn and create.
- nightowl_games 4y agoI used Unity for a long time and I appreciate it as well. Last couple years I havent liked the direction that unity is going. The docs and usability have regressed imo.
- deleted 4y ago[deleted]
- giancarlostoro 4y agoDo you use GDScript or C#? Just curious, I feel like most developers just use GDScript as opposed to C# but I'm not sure how wrong I am on that.
- jackmott42 4y agoI think most do use GDScript, but the C# support is very good. If you need great performance in your game scripts, or are familiar with C#, best to start with that.
- giancarlostoro 4y agoI am familiar with both C# and Python so I'm in a weird boat where I could use either GDScript since it seems familiar to Python, or C#.
- nightowl_games 4y agoGDScript for UI and prototyping, c++ for the game logic when its needed or when the game design is stable and we have time to rewrite it. I want to write a GDScript -> C++ transpiler, to be honest. I wouldnt want to use c# as I dont want the complexity. Our games go on the web, as well, and I don't think c# works there. godot-Nim is an attractive project, as well.
- pjmlp 4y agoC# definitly works on WebAssembly. https://dotnet.microsoft.com/en-us/apps/aspnet/web-apps/blazor https://dotnet.microsoft.com/en-us/apps/aspnet/web-apps/blaz... https://opensilver.net/ https://opensilver.net/ https://platform.uno/ https://platform.uno/ https://avaloniaui.net/ https://avaloniaui.net/
- bzzzt 4y agoIn this context it's nice to know Godot supports that use case as well: https://godotengine.org/article/csharp-wasm-aot/ https://godotengine.org/article/csharp-wasm-aot/
- j_4 4y agoGodot 4.0 doesn't support C# on the web and mobile, one of those fabled "Godot $nextver fixes this" things that somehow immediately come up whenever I get hyped up for giving Godot another try.
- anbotero 4y agoIt’s great to read this. I dabbled and make demos from time to time (in other engines) and show them to friends. Could you list some of those downsides you mention? Not just for me, developers sometimes also read things here on HN that are *not* on their Issues or on their radar at all. Have fun!