Godot gets a brand new animation editor with cinematic support
godotengine.org
godotengine.org
It's shaping up to be quite the open source success story!
I'm super glad it's looking to be that and more!
[0]: https://godotengine.org/article/introducing-csharp-godot
Technically speaking though, thanks to their C APIs (GDNative) you can use any language now, I've seen bindings for D, Rust, Go, Haskell and a bunch others!
GoDot FAQ:
The short answer is, we'd rather a programmer does the small effort to learn GDScript so he or she later has a seamless experience, than attracting him or her with a familiar programming language that results in a worse experience. We are OK if you would rather not give Godot a chance because of this, but we strongly encourage you to try it and see the benefits yourself.
The official [languages] for Godot are GDScript and C++.
GDScript is designed to integrate from the ground to the way Godot works, more than any other language, and is very simple and easy to learn. Takes at much a day or two to get comfortable and it's very easy to see the benefits once you do. Please do the effort to learn GDScript, you will not regret it.
Godot C++ API is also efficient and easy to use (the entire Godot editor is made with this API), and an excellent tool to optimize parts of a project, but trying to use it instead of GDScript for an entire game is, in most cases, a waste of time.
The implication here being that all other programming languages used in game development are bound to be worse than GDScript?
I'm learning Godot and while I'm not an expert at either yet, by any means, GDScript has yet to live up to that degree of hype for me. The only advantage it has over other languages is its status as the default for the engine, but I don't see it as an objectively better language than, say, C, C++, C# or Lua.
But they listened to the community and added support for adding your own scripting language and Mono support. Which is still a big positive.
There is just a lot of different concepts flying around so it's easy to get flustered at first. UE4 also has a lot of boilerplate around game modes and default world functionality. It's not hard to learn it's just arbitrary learning so not all that fun.
After the first week I found it surprising how quickly everything started coming together, it was more up front but once I was sped up I was good to go. Unity was a bit more of a constant grind of learning little bits here and there.
What I have found difficult and continue to find difficult is support for UE4. Someone has almost always asked the same question as you, it's just that no one has answered. I found there was always some level of discussion for Unity if not a solution. But for UE4 it just feels a bit baron, at least for the results Google offers me.
When reading about university projects on Making Games (http://www.makinggames.biz/), a German publication about game development, the vast majority of them were done in Unity.
I noticed the same trend in open source ecommerce software. More complicated issues are solved by companies internally but the myriad of smaller issues are still solved in public forums. My bet is that Unreal is a bit easier to figure out the smaller issues yourself, and more complex issues are solved internally at bigger companies, leading to it being a bit quiet for support online.
It's a bit like someone being amazed that AI research solved chess before they solved object recognition or even walking.
Casting shadows with minimal artifacting in most non-raytraced pipelines is actually very, very hard. Different engines have different solutions to how they hide these issues, but they all have their edge cases (though some are better than others at this).
Likewise, the light leaking you describe sounds like an artifact of Unity's global illumination techniques. Again, this is a very hard problem. Unreal just happens to solve it in a way that works well for your use case.
If Unreal happens to be the right solution for you, then that's great, but it's important to realize that these issues aren't "no brainers".
That one is particularly funny now, as it was made before deep convolutional neural networks beat the ImageNet competition.
I guess my categorising them as no brainers is just that the use case seems so obvious that it not working is surprising. It was just a door casting a shadow onto a floor plane, I may have done something wrong but, that it was even slightly problematic was a red flag to me.
The asset workflow from Blender to substance painter to Unreal also had no hidden demons. It all just worked as expected.
Just to be clear as well, my concerns weren't about the post processing stack which I got working to good effect in Unity. But the lightmapping and material workflow is just a bit clunky in unity. To say nothing of the confusion that having more than one lighting engine causes in docs and online support.
Switching from Unity to Unreal or vice versa is a wash imo as both those engines have proven themselves. Godot hasn't and still has a much longer way to go than the fanboys will have you believe. Maybe someday for some types of projects but I just don't see it ever having all the conveniences of Unity or Unreal.
Lots of random Physics launches where out of nowhere my character is launching up into the air.
Random screen stuttering on a scene with no geometry and just basic movement code in the physics update on a gtx 1080 system.
Those are the bigger annoying ones but the more you hang out in the community you come to see there are tons of bugs in just about every system. You have to fix them yourself, work around them, or hope someone smarter than you fixes them. Most big bugs are stuck in the "hope someone fixes them" stage.
With all that negativity aside, Godot does a lot of things well and seems to be picking up steam. I really like the scene tree system (although I’m much more interested in Unity’s brand new ECS and job system than Godots OOP approach, personally, but I’m a functional programmer at heart) and I learned a lot I out physically based rendering thanks to Godot <3
But the developer experience is very sub-par compared to Unity (which has a very smooth onboarding experience) or Unreal. I hope the devs dedicate some time to UX, because Godot would benefit greatly from it and now while it’s gaining traction is a good time to address those issues. Godot has a lot of potential and is a fantastic project.
I find the Unreal Editor UI to be a direct precipitate of the way the engine is designed and the way the code is organized, and that makes it a little bit harder to find what you're looking for than what an ideal UI would offer, and there is nothing that is really hidden and hard to find. That is not the case with Unity, and it seems to be getting better each and every release.
3.1 seems more like the real release: * Massive cleanup of the UI (as people other people here complained about) * Full C# support * GLES v2 support (more hardware support)
I'm developing with 3 and looking forward to 3.1
You can see our almost-finished Haskell bindings to Godot here: https://github.com/SimulaVR/godot-haskell