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Godot 4.0 Released
- galleywest200 4y agoThis is excellent news! I have been waiting for Godot (hehe) to release this. The new Vulkan backend is exciting for 3D projects and I am excited to try to dig into the new 2d tilemapping after work. As well, gotta love experimental Rust support: > With Godot 4, we introduce a new system called GDExtension. By design, it takes the best parts of creating GDNative extensions and writing custom engine modules using high performance languages such as C, C++ or Rust.
- danjoredd 4y agoLove that cultured pun
- faisal_ksa 4y agoIt might not be relevant to HN. But could you please explain the reference? Why is Godot a joke? I'm familiar with the reference
- MapsSlaps 4y agohttps://en.wikipedia.org/wiki/Waiting_for_Godot https://en.wikipedia.org/wiki/Waiting_for_Godot is the pun
- faisal_ksa 4y agoThank you so much
- deleted 4y ago[deleted]
- Buttons840 4y agoWhat do you mean about Rust? I don't see any special Rust support other than GDExtensions which can be utilized by almost any language.
- runevault 4y agoYeah it is via GDExtension, note most languages do need to build some level of interface to take advantage of it. Rust already has one though I dunno just how clean the 4.0 version is yet (last looked months ago when they openly said it was a work in progress).
- manchmalscott 4y agoAn important point: rust bindings for GDExtension are community lead, and not officially supported by the Godot team.
- plq 4y agoAnd that's the exact joke I expected to find when I clicked on this post :) Anyhoo, kudos to the team for shipping. Building a generic game engine for the global audience is a massive undertaking.
- derhuerst 4y agosee also https://news.ycombinator.com/item?id=34982889 https://news.ycombinator.com/item?id=34982889
- hummus_bae 4y agoLast time I checked godot did not support web assembly yet. EDIT: it does now. WIll take another look. https://docs.godotengine.org/en/stable-3.3/web/fundam https://docs.godotengine.org/en/stable-3.3/web/fundam...
- runevault 4y agoNote you can't use the c# support for web currently, though I believe they are working on that, I wanna say for 4.1. Same for mobile.
- projectramo 4y agoI assume someone cracks a “waiting for” joke every time there are is any update from them.
- giancarlostoro 4y agoAre you waiting for someone to? :)
- xeonax 4y agoI am waiting for Godot 5 now
- alphanullmeric 4y agoWhy isn’t c++ a first class citizen in a game engine written in c++?
- MapsSlaps 4y agoIn my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language. I think there are many languages that already exist that make better candidates for game development either because they are well known, well supported, or easily portable.
- detrites 4y agoDo you have any specific criticisms of GDScript you'd like to share?
- j_4 4y agoNot GP but I'm a full time solo indie dev. In my case the main issue with GDScript is the tooling, or lack of thereof. No symbol aware rename, no go to definition/usages, poor autocomplete, cryptic errors. Also static typing that's kinda but not entirely there, which exacerbates the tooling issues. Good tooling is an enormous undertaking, so the way I see it, GDScript is forever doomed to feel like someone's impressive hobby project.
- camdenlock 4y agoHuge quantity of work here. Really stunning. How is this sustainable through donations alone?
- ignaloidas 4y agoBecause people make money using it.
- einpoklum 4y agoA bit like LibreOffice, actually - donation-sustained, ecosystem includes commercial companies which use the tech with modifications/extensions, who donate money, new features, bug fixes etc.
- TulliusCicero 4y agoProbably helps that the core devs are in Argentina IIRC. They don't need to pay themselves as much as developers in the states or western Europe (though hopefully their compensation is still more than adequate). https://www.numbeo.com/cost-of-living/country_result.jsp?country=Argentina https://www.numbeo.com/cost-of-living/country_result.jsp?cou...
- TulliusCicero 4y agoThis is awesome, though I'm unsure whether I should port over my small 3.x C# project right now, or wait for 4.1.
- sirodoht 4y agoAny experiences with Godot + M1 macOS?
- poisonarena 4y agoworks great, I haven't switched to 4 though.
- cridenour 4y agoBeen using 4 on my M1 with no issues at all.
- mos_6502 4y agoI'm on a team that's currently shipping a Godot 3.5.1 game across Linux, macOS (universal), and Windows. After sorting out a couple minor snags in the build process (particularly around getting cross-compilation to work on Linux in GitHub Actions, and library validation entitlements for code signing), the finished builds work wonderfully on the M1 machines we've tested with.
- astlouis44 4y agoExcited for eventual WebGPU support for Godot!
- wilg 4y agoLooking good. Hoping in a couple of years it will be a no-brainer to use instead of Unity.
- Geste 4y agoTo me, as a hobbyist, it already is a no-brainer.
- wilg 4y agoI'm sure it's great for a lot of things. I've just been using Unity for a super long time and it still has a lot more "batteries included" features. But I'm jealous AF about realtime global illumination.
- TulliusCicero 4y ago> But I'm jealous AF about realtime global illumination. Does Unity not have this? I thought Unity was much more advanced in graphics than Godot, even accounting for the 4.0 release.
- hesdeadjim 4y agoThey have a looooooong way to go to make it an appropriate tool for large teams, but they are taking all the right steps to reach that hopeful future. The founders creating a commercial arm of the engine is critical. As a real studio, you need to be able to support consoles and you need to be able to pay someone money to fix broken shit in the engine when you have a scary deadline looming.
- apitman 4y agoBeen using Godot the past couple months. It's simply a joy to work with. From the single (relatively) lightweight executable model, to the dogfooding of implementing the UI with the engine itself, to the design of GDScript, etc etc. They definitely implement a lot in-house, but reuse existing software where it makes sense. Every once in a while I use a program where I just feel the authors think about software similarly to the way I do. Godot is one of those.
- Thaxll 4y agoGDScript sucks big time. It has not place in an engine, why would anyone ever invent a very inferior language to what already exists. They should have used C#.
- blensor 4y agoWell nobody forces you to use it. You can mix it with other languages, even more so in Godot 4 where languages can be GDExtensions. You can write one script in GDScript and another in C# if you want. I personally like to use it. It's not perfect but it's a language that's tailored for the task it's doing, namely driving the high level logic of a game engine. And most importantly it's beginner friendly, so it's pretty nice for people who want to get into programming.
- danbolt 4y agoCan you elaborate? I’ve mentioned this in another comment, but I think it’s well suited to the engine’s model.
- johnfn 4y ago> They should have used C#. They did...
- tom9729 4y agoPersonally as a beginner it's nice to have GDScript built-in. You can literally install Godot as a single executable and everything is self contained which vastly simplifies getting started versus Unreal where you have to install Visual Studio. (I have no experience with Unity but I'm assuming you similarly have to install some C# dependencies.) Their motivations in creating GDScript are explained here: https://docs.godotengine.org/en/stable/about/faq.html#what-were-the-motivations-behind-creating-gdscript https://docs.godotengine.org/en/stable/about/faq.html#what-w... As a programming language it's pretty reasonable. The built-in editor has auto completion and documentation, you can resume from errors. The syntax is basically Python with optional type annotations. Comparing the Godot vs C# examples in the documentation makes me shudder at how much more verbose C# is in comparison. As others have pointed out you can use C# if you want to. They provide a separate download for it.
- EamonnMR 4y agoBeen using the Godot 4 beta and RC for my latest project. The new features (especially lambdas) in GDscript have been killer. Congratulations to the Godot team.
- schaefer 4y agoDoes anyone recommend a good resource for diving into Godot 4.0 as a complete beginner? I'm talking introductory materials and an overview of the bigger ideas, not (yet) the nuanced details.
- runevault 4y agoIf you just want the basics they have a tutorial on site[0], this covers 2d and 3d. The 4.0 Tutorial scene is still pretty barren on youtube, and some of the existing ones may be invalid because of changes that happened over the alphas and betas. GDQuest is working on updating his content to 4.0 but even with the half off discount that stuff may be a bit pricey if you aren't sure you want to dive into the Godot world (his full compilation of Tutorials was like $379 before discount and individual ones are like $150 before discount). [0] https://docs.godotengine.org/en/stable/ https://docs.godotengine.org/en/stable/
- poser-boy 4y agoMaybe it's too basic, but GD Quest is working on "Learn GDScript from zero" which runs in a browser. https://github.com/GDQuest/learn-gdscript https://github.com/GDQuest/learn-gdscript
- theresistor 4y agoI've been working exclusively with 4.0, but most of tutorials built for 3.5 are pretty easy to carry over. I like HeartBeast's videos, as well as Brando's. [1] https://www.youtube.com/channel/UCrHQNOyU1q6BFEfkNq2CYMA https://www.youtube.com/channel/UCrHQNOyU1q6BFEfkNq2CYMA [2] https://www.youtube.com/@BrannoDev https://www.youtube.com/@BrannoDev
- sarah_eu 4y agoI've been working with it for a few weeks. Developer but no gamedev background. I love it. Very easy, documentation is extensive, good support on the forums. I will agree with others in this thread who've said they don't like GDScript. For me it's not necessarily a problem with the language (although it's not immediately clear how script execution works - each script is attached to a tree node), but rather that it's another thing to learn. Given that, I've used custom modules (module compiled into engine) and GDExtension (module compiled as a shared library). GDExtension is what I wanted, and I can write a game in C++, and have it build quickly.
- panza 4y agoUnity-based dev here. This is looking really strong. Impressed with their focus and speed of development. If I were putting together a small-ish team with 1-3 people today, I'd be more likely to consider jumping onto Godot vs Unity. Godot is closing the gap.
- zuluonezero 4y agoBest engine I have used for years - thanks Godot community and tech leads.
- poser-boy 4y agoI wonder if Godot will become the best way to teach introductory programming to students? It's very easy to create simple toys with Godot, because it has a Python-like scripting and good UI.
- tychota 4y ago"en attendant Godot" is no longer a good joke! Nice work!