Godot reaches 2.1 stable
godotengine.org
godotengine.org
Highlights-
- Custom font support, plus editor translations. So now hopefully more people around the world can contribute.
- Sort of an asset library to make sharing assets between game developers easier.
Coming soon: Visual programming language and C#/Mono support. While VPLs are problematic for large projects, for some smaller bits of functionality they are pretty cool and I think can add a lot to game development.
I don't yet know if my next project will be able to use Godot or if it will be based on Unity... but at the rate Godot is advancing, before too long we will be able to switch.
I've followed this project for years. The developers have always stated they have no plans for C# (or Lua or whatever), and that they prefer GDScript and C++, not to mention in the early days they moved away from 3rd party scripting languages. Did something change?
> ... The result of these considerations is GDScript. The language and interpreter for GDScript ended up being smaller than the binding code itself for Lua and Squirrel, while having equal functionality. With time, having a built-in language has proven to be a huge advantage.
That said, I'll be taking a good look at Godot. Most of my projects are in 2D, and I end up filling in a lot of what Unity doesn't provide. Godot seems to be a better fit for 2D provided the rest of the engine/editor holds up.
How feasible is to build a canvas-heavy/webgl application that is also exportable to the desktop? I'm looking at unity at this moment but godot could be a viable alternative.
I can't say yet which is the better choice, though.
https://godotengine.org/article/godot-engine-reaches-2-0-sta... - look under "Future"
But not on Unreal or Unity's level.