Breaking changes expected still but should end with the beta, so if you're looking to noodle around with it they're probably close enough for you to skip 3.5 and start learning on 4.
I've used Godot back when I was developing VR games. I've started out with Unity, and then switched to Godot, and never looked back. Godot makes developing games so much easier and more fun, and it's open source.
Fully cross-platform for the usual suspects on desktop, mobile and web.
If you want to publish on consoles you need to pay someone who ported the engine to the console you want to target (or port the engine yourself). The code can't be open source because of licensing issues.
The vast majority of Unity/Unreal games don't have native Linux builds despite the engines ostensibly having native Linux support. Developers don't see it as worth the QA/support hassle, especially now that they can do nothing and still get Linux customers thanks to Proton.
Valve are even pushing developers towards Proton by default because they'd rather have a well maintained Windows build running in a well maintained API wrapper, than a half-baked native Linux port that never gets updated, which is often what ended up happening during their earlier Linux-native push. I believe some games that did get Linux ports are now flagged by Steam to ignore that version and run the Windows version in Proton by default, because it provides a better experience than the port.
at the microsoft game hackathon thing in 2019 at their HQ in NYC, godot was pretty common choice. I think i saw it more than unreal actually (anecdotally, I don't know the actual aggregate). seems to be gaining popularity.
It's very easy to get into, and very light weight so I'm not surprised. I'm not sure how well it'd scale into a large team or for a commercial project, but it's gaining heaps of steam.
I've been using Unity happily for 7+ years at this point, willfully ignoring all other engines because Unity is easy to use and has native C# support.
This merger has spurred me to try other engines. I keep hearing good things about Godot. That'll likely be the first one I try.
Godot has a big 4.0 release coming up, currently on alpha 11: https://godotengine.org/article/dev-snapshot-godot-4-0-alpha...
Breaking changes expected still but should end with the beta, so if you're looking to noodle around with it they're probably close enough for you to skip 3.5 and start learning on 4.
Thanks for the heads up! Adding this to my learning bookmarks.
I've used Godot back when I was developing VR games. I've started out with Unity, and then switched to Godot, and never looked back. Godot makes developing games so much easier and more fun, and it's open source.
What's the current portability proposition of Godot? Unity and UE4 allow indies to cross-platform relatively easily.
Fully cross-platform for the usual suspects on desktop, mobile and web.
If you want to publish on consoles you need to pay someone who ported the engine to the console you want to target (or port the engine yourself). The code can't be open source because of licensing issues.
From: https://docs.godotengine.org/en/stable/tutorials/platform/co...
Except that developers do not take advantage of that, and here I am reversing UE Blueprint bytecode to make games working on Wine.
ori runs on unity? Why don't we have a linux native build?
The vast majority of Unity/Unreal games don't have native Linux builds despite the engines ostensibly having native Linux support. Developers don't see it as worth the QA/support hassle, especially now that they can do nothing and still get Linux customers thanks to Proton.
Valve are even pushing developers towards Proton by default because they'd rather have a well maintained Windows build running in a well maintained API wrapper, than a half-baked native Linux port that never gets updated, which is often what ended up happening during their earlier Linux-native push. I believe some games that did get Linux ports are now flagged by Steam to ignore that version and run the Windows version in Proton by default, because it provides a better experience than the port.
1 reply →
at the microsoft game hackathon thing in 2019 at their HQ in NYC, godot was pretty common choice. I think i saw it more than unreal actually (anecdotally, I don't know the actual aggregate). seems to be gaining popularity.
It's very easy to get into, and very light weight so I'm not surprised. I'm not sure how well it'd scale into a large team or for a commercial project, but it's gaining heaps of steam.