Godot 4.2 released; A brand new era of FOSS game creation software

That’s true, I meant more that to me (as a creator instead of a user) the road to a finished game seems easier in UE4/unity, at least for 3D games.

@bigpad
I have used it alot already… Most of my work is on the 2D side of godot though. I haven’t shipped a final game yet, but I have a full prototype running. Which works on low end devices like smartphones great. I “just” need to create levels now xD But since this is a sparetime project I have no timeline for it. To busy with other stuff in life right now, so this has to wait.

@koots2
I am probably more the guy that loves to go with the underdogs… don’t know why… But I see so much potential in godot. Of course other engines are great. Nothing to argue…
And after chatting with the dev I truly believe godot will grow for sure! That guy is awesome.

My problem with many comments is(not in particular your opinion), that people think a better engine will produce better games. Sorry, this is a misbelief of sooo many people. Tools are tools… Yes, you may have much more particle effects and other glorious filters and so on… But this still cannot help if the art behind is crap. And you can see that in many games that are done with AAA engines (of course other engines too).
On the other hand, there are so many awesome looking games made with the most simple engine where style and appeal is top notch.
Sometimes limitation produces innovation. But this is probably a different discussion ^^
My point is… you need a basic set of tools to produce good work. And I think godot has everything you need. Again… this is just my opinion :wink:

@motorsep
yeah… the games list is not that long yet. But at least all this games are finished and in the market. And I believe the userbase will grow and the games list too :wink:
as xrg already said… unity also started somewhere…

And almost all people that seriously tried out godot really like it overall.

Unity editor runs like crap on linux atm. Unreal editor is a bloated monster that wont even work on a laptop without 100 gb hd and monster specs.
Just to edit C# scripts in unity, you have to open monodevelop (external editor). To do any scripting in Unreal, you either go with kismet or write C++ after having to study their huge api.
Both are bloated and heavy beasts - for which you have to pay big time if you wanna ship an actual product.

Godot is fast and tiny - you don’t need monster specs and works on windows/mac and linux. It’s scripting language is easy to learn. You can ship games with it to any platform - mobile or desktop- for free. Last time I checked a Unity license costs 4k. Godot is really good for mobile games and especially 2d games.

It has been used in production of shipped games and has been in development long before it has been open sourced.
It’s community is active, the engine is evolving really fast.
So if you wanna go with Unity or unreal go ahead. But I like Godot better because I like the engine’s approach to development more (instancing scenes), I like gdscript more than C#/kismet, I like the editor more than unity/udk. :slight_smile:

In fact godot is closer to blender than both of those engines. the scripting language that it uses is very similar to python, which is what blender is using. So if you know python or want to learn it to write addons for blender, then with gdscript you will feel more at home than any of the other mainstream game engines.

It’s a matter of taste, not just of who has the most users. Godot has a lot of users too and that number is growing.

Godot is a nice flexible engine, still growing up, but has a ton of potential.

Unreal editor won’t run on my pc, (says you need 8 gig of ram)

I like the bge and godot, and libGDX and BDX, because the source is open, and people hack around in them for fun, producing some really neat features…

Found a openCL based particle solution the other day for the bge…

This isn’t true. It works on laptops with DX10, duo/quad core with 4+GB RAM. Not really monster specs. Both the editor itself and the games are scalable. Sure, it takes up 14GB or something on your HDD but it isn’t really bloated. And why would you develop games on a computer that can’t even run recent games?

To do any scripting in Unreal, you either go with kismet or write C++ after having to study their huge api.
Both are bloated and heavy beasts - for which you have to pay big time if you wanna ship an actual product.

The API is super clear (like blender’s) if you want to use it, or you can use blueprints which is the visual scripting system, kind of like blender’s node editor (fast iteration). Also I think it’s the opposite, if you want to ship a product with Godot you will have to write all of the special stuff you need yourself with scripts instead of using systems in UE that are already put in place to help you.

I don’t dispute Godot being lighter but UE4 isn’t the unwieldy beast people here make it out to be. Although it can be if required, for example the kite demo and VR development.

recomended specs for unreal 4
https://wiki.unrealengine.com/Recommended_Hardware

Laptops:

JammyJBW

  • OS: Windows 7 64bit
  • Processor: Intel i7 2.3ghz
  • System Memory: 12gb
  • Graphics: gtx670m
  • Average fps: 20~30
  • Settings: Haven’t fiddled with the default settings
  • Notes: I’m using my ASUS G75VW rog laptop to use the engine. The fps is usually fine (unless there are particle-intense scenes) If I notice any lagspikes I OC my 670m from 620cc to 700cc and it perks right up.

Hellcat=

  • OS: Windows 8 (“8.0”, not 8.1)
  • Processor: Intel i7 @2.5GHz
  • System Memory: 16GB
  • Graphics: 2x nVidia GT755M
  • Average fps: ~30fps with the scaling options all set to “Epic”
  • Settings: Everything on default
  • Notes: I’m using a laptop, not a desktop PC, UEd usually spread over two externally connected monitors; working with the editor is super smooth, no reasons to complain

fighter5347

  • OS: Windows 7
  • Processor: intel i7-3610QM
  • System Memory: 4 GB
  • Graphics: Nvidia Geforce GTX 660 M
  • Average fps: around 30
  • Settings: no special settings -> Im just running the laptop on the high performance energy setting
  • Notes: The UE4 runs pretty bad on laptops, so when somebody want to develope a game with the UE4, he should buy a good PC

Mine is with an ati, so i am pretty much screwed.
It might work for you, but does not for me. My laptop is from 2009.
Here is a question from last year, by someone

~ no answer.

Also note the crappy 20-30 fps as compared to godot’s 60

I rest my case. For a simple 2d game, unreal is a silly choice.

Why put on a 14gb engine for a game you can make with a 30 mb engine? Let’s guess which one will have a lighter development environment with a more responsive workflow - on lower and greater end machines.

Also you learn kismet, and that knowledge is useful only for unreal. You learn gdscript and the knowledge can help you move over to python and other languages.

One thing that hasn’t been mentioned is the various reports from the UE4 community that mention UE4 games being 100 megabytes at minimum (out of the box that is, which is quite big for smaller games and makes the engine very impractical for mobile development). When I started making games back in 2002 it was said that the minimum size of around a megabyte was considered large.

There’s also been reports that Unreal overwhelms you with a massive array of system components that are placed in the editor when an empty project is generated, why would I want everything and the kitchen sink already in place if I might prefer to just add the system objects if and when I need them (since not everyone is going to make a AAA open world game or something similar)?

Now I’m not saying that Unreal 4 is a bad engine, but it looks to be overkill for anything below the level of a large and professional quality AAA game (good for games like ARK, but not as much so for smaller scale stuff).

What’s up with the cherry picked answerhub question? If you google ue4 laptop you get lots of threads and stuff.

Anyway, they are using it with default settings (high). If they used lower settings they would probably get more. Honestly the higher settings are made for desktop computers in mind. And again, why develop a game with a laptop? Your computer may be too old for UE4 (who knows?) but it’s also a laptop from 2009. :stuck_out_tongue:

The 14gb includes content examples which will help you learn the features and techniques for different systems, and assets like materials and meshes, characters and animations. With Godot you start from scratch (which is fine) but I doubt the final project size will be 30MB.

Blueprints work logically so they will probably help when learning the “programmer mindset”. You can also convert projects made with blueprints to c++ so you can learn how the code works that way, and extend the engine if you learn a lot. Godot’s engine is coded with c and c++ too so learning gdscript won’t necessarily help you there.

Tappy Chicken (https://play.google.com/store/apps/details?id=com.epicgames.TappyChicken&hl=en) is 26MB and the newer Unreal Match 3 (https://play.google.com/store/apps/details?id=com.EpicLRT.OfficialUE4Match3&hl=en) is 62MB. If you are concerned about file sizes you can use the free substance plugin and use procedural textures that are 100-200KB which then turn into textures when the game is first run. For normal desktop style games though they will be a bit bigger than that, which is fine. Most commercial (AAA) games I play are 10-20GB and the smaller ones are from a few hundred MB to some GB.

The massive array of system components thing isn’t really true either. When you create a project you can choose a template. There are: blank, first person, flying, puzzle, rolling, side scroller, 2D side scroller, third person, top down, twin stick shooter, vehicle and vehicle advanced. You can also choose whether to create a blueprint project or a c++ code one. The last step is choosing between desktop/console or mobile/tablet, maximum quality or scalable 3D or 2D and whether you want to include the starter content or not, which includes a bunch of meshes and materials.

So, you basically choose a genre (if it fits) and you are provided with a bunch of meshes/settings that make sense. If you start with a first person template you get a gun which can shoot stuff and so on, basically a headstart so you don’t have to start your project from scratch if you don’t want to. If you want to a blank project will create an empty project. Well, there’s some stuff, a fog thing so you can’t see into eternity, a floor, a light source, a player start instance and a sky sphere, which you can delete if you want.

The real workflow is basically what you described where you add stuff when you need it, but with the help of the templates you can get a starting point so you don’t have to do everything by yourself which can be pretty boring. This way you can jump right into making the game you want instead. I hope that clears a few things up. :slight_smile:

I started playing with Godot when it was first open sourced and while initially impressed at the time, I moved onto other engines that I had been developing with (mainly GMS and Unity). Over the last week I have been getting back into it with the new beta, and I am highly impressed with where it currently stands! Multiple scene editing makes a massive difference and the layout is now very similar to Unity which makes it easier to get into for Unity users. Still needs to be able to drag/drop items into the viewport and within the treeview to feel more intuitive and modern, but it is getting there.

It really is a nice mix of Unity and GMS(gamemaker studio) and very easy to use once you get your head around the whole scene paradigm…which is insanely powerful! It is very unique being that the 2d engine is a true pixel based engine (unlike the hoops you have to jump through to do 2d in Unity), whilst also having a full 3d engine. You can also do some very clever mixing of the 2d and 3d engines. It is such a pleasure that use an IDE/engine that has such a small footprint (under 30mb). It opens up instantly and there is no BS getting it up and running pr compiling a game unlike…pretty much every other engine out there :slight_smile:

For someone like myself that has more experience developing 2d games, the cool thing is that once I am experienced in developing a 2d game in Godot, learning how to do one in 3d is not as intimidating as say, jumping from a specialist 2d engine (like GMS or Love2d) to Unity since the scripting language and IDE is the same. This makes it a great recommendation for a beginner who can start with the 2d engine and eventually make a 3d game.

There are a few aspects that still concern me about Godot. One is the number of current issues on Github (around 650), though this has come done drastically in recent times. I have run into a few bugs and it can be hard to tell if the issue has already been reported. I have the feeling that many of these old issues have been resolved and not been updated on Github?

I am still finding that with the 2d engine on Windows that there is still a lot of “jank”/skipping. Not the frame rate as such, but the overall smoothness that is a major problem. This was reported a while ago, but never really resolved. Strangley, I can get thousands of objects at 60fps and they seem smooth, but with smaller numbers of objects it is very obviously not smooth. Presumably some sort of v-sync problem that hasn’t been nailed down? In general I have found that OpenGl engines(Godot, Construct, Love3d) in Windows suffer from this, as compared to DX export from Unity or GMS where I never have this issue.

Hopefully this and other issues will be resolved with the upcoming Vulkan support. This could also be an opportunity for Godot to distinguish itself from other engines if it is one of the first to implement Vulkan. Hopefully it lives up to the hype and actually can give DirectX a run for its money!

Incidentally, I noticed that Godot is now listed as the 3rd most popular(starred) game engine on Github, just behind the very popular Cocos2dx and Libgdx engines. The future for Godot is extremely bright and I am excited to see how it develops!

You can filter the issues by clicking on the little labels they are given on the Github page

So here’s just the ones listed as bugs for instance (which cuts the issue count by more than half).

A good point Ace! Still, that is a lot of bugs but it is now at least going down. I think at one point it was heading up towards 1000. From what I have read, there is now a team of dedicated “bug squashers” which is a good sign.

The ‘bug squashers’ don’t do much development themselves though, mainly they categorize and organize the list of bugs.

However, Godot’s userbase is submitting bugfixes at an increasing rate, so you have a good sign there.

I agree with you mostly, except python part, here i strongly disagree in many directions.

Let’s see how far this engine will go until will enter in stalled zone like all other open source engines… like Ogre3D, Torque, etc. They come, they show something, then stopped improving, peoples abandoned them, and the cycle repeats.

In actuality though, it’s already gotten a bit further than the vast majority of other projects in this genre, why?

  • -It’s getting rather good reviews from people who tried it
  • -The paradigm is unique and works quite well
  • -The commit rate is accelerating, as the data shows
  • -The number of contributors is rising
  • -People have already published games for platforms like Android
  • -Issues are being fixed at a much faster rate compared to most FOSS projects (outside of the heavyweights like Blender).
  • -The roadmap is clear and targets what the engine needs
  • -The developers are not driven by software ideology and are not aiming to just make a carbon copy of engines like Unity

To conclude, it looks to have already gotten past many of the hurdles it needed to overcome to become a sustainable project.

Shall we try to move the conversation to more interesting things than comparing Godot to <insert other game engine here> ?

For example, I am having some trouble understanding the release notes, so you guys who are more up to date with development: What’s your favourite new feature in Godot 2? Can you show or explain it to me?

Scene tabs! It is much easier now to manage the scene within a scene paradigm. Btw unreal users, godot devs are working on a visual scripting system akin to blueprints… Or at least it is on their roadmap :slight_smile: but i think that they will do some sort of a node based state machine - something that compliments gdscript rather than try to replace it.

I downloaded the 32 bit version-Godot2.0Alpha for Linux. This is amazing engine!, as an artist, I’m looking forward to visual scripting.

i think iam in love with godot at first glance
Godot is rock n roll just like blender :cool:

I made a comment earlier that unreal engine is really good. I just saw this video on digg.com https://www.youtube.com/watch?v=JKO9fEjNiio

Too be fair I have never looked at godot, I just looked on youtube, and godot, looks pretty cool.