Godot 3.2 beta 1
godotengine.org
godotengine.org
It is easy and has a flexibility that is unmatched, and some things that are cumbersome to do in other engines are a breeze to do here.
I sincerely recommend that anyone with a mild interest try it, it only is a 60mb download with no installation needed, it comes with its own text editor and docs, so it comes with everything you need to start tinkering.
I've made 2 very small 3d games in Godot with basically 0 experience in graphics or gaming programming each in a weekend.
I cannot really compare Godot to Unity or Unreal but it was such a good experience to use that I don't see a point in trying the others.
Seriously hats off to the Godot contributors
You were listing off so many positive features, I'm glad you included a negative as well.
EDIT: Should have read more carefully, the post links a preliminary changelog https://gist.github.com/Calinou/49aefe52ce8f67ffa3f743932123...
And if someone else makes a more open standalone VR headset I'm sure Godot will support it ASAP.
Have you considered putting it up for sale through itch.io? There are some Quest games on there, Air Brigade for example.
Really the answer here is competition. If Quest had a competitor, I could take my game there and tell customers to buy that product instead. But it would be even better if the competition was open source.
Looked at your profile and I assume we're talking about Soundboxing?
Did Oculus give any feedback on why they won't put it in the store? Looking at your website, I'm thinking it makes heavy use of user-created tracks with the audio being pulled from YouTube (based on the VEVO thumbnails)? Is YouTube ok with that kind of embedding?
The Quest store just put Synth Riders up this week, so clearly it's not a complete ban on games that play unlicensed user-sequenced tracks. But those have to be loaded into a folder on the device from your computer instead of "HAND MADE CHALLENGES" with a Daft Punk song prominently featured in the marketing material.
My game embeds a full browser, and can navigate to YouTube pages - it really is a full browser though, showing ads and dutifully registering tracking impressions and everything. But the browser is actually just background noise, the actual challenge is a motion captured artistic performance, and that drives everything in the game - this is well-protected by fair use.
The browser state is just made to sync up with that performance, and the side-effect is that, if the creator of the mocap moved reasonably in line with the music, you feel as if you're moving to the music too, when in fact you're actually interacting with the motion capture.
There's a pretty big crowd of people in that community set up for sideloading. Main reasons being Beat Saber mods, Pavlov beta, Tea for God, Virtual Desktop with SteamVR streaming, and probably others that I'm forgetting.
Meanwhile Unreal engine removed parallelized Vulkan renderer item from their future plans:
https://trello.com/c/lzLwtb5P/124-vulkan-for-pc-and-linux
Does it mean they won't work on it anymore?
The cons were there are some minor Mac IDE bugs (seems like maintainers mainly use Linux), but the biggest issue is the godot plugin ecosystem is much smaller than the unity plugin ecosystem and writing native bindings e.g. for an ad sdk is non-trival and you’d have to do it for each platform and each external sdk you integrate with.
However it's surprising that no serious 3D game has ever been made with it, except a few demos. Why is this the case? I already noticed some sound issues in heavily scripted demos, is this engine very limited for 3D?
I only dabble in game dev, but a few of my friends are far more interested in it. Whenever I've asked them to consider switching they're pretty entrenched in the Unreal or Unity and don't see convincing arguments yet.
I think Godot as it is now is reasonably capable for 3D (adequate for what most small indie devs would want to do at least) but it is definitely behind Unity/Unreal in featureset, performance, and availability of 3rd party modules. And of course everybody has already spent years learning the other engines. 4.0 should be bringing a lot of major features and big performance improvements but that's a fair bit away.
i.e. https://store.steampowered.com/app/992860/Intrepid/
https://store.steampowered.com/app/467090/A_Game_of_Changes/
https://store.steampowered.com/app/818620/Music_Boy_3D/
https://victordelima.itch.io/way-out
still in development: https://store.steampowered.com/app/824090/TailQuest_Defense/
Vulkan support is currently being worked on and will be added in Godot 4.0, which will come with many performance improvements as well.
Thanks
I would also like to see a set of templates that can be used to actually develop a commercial or finished game. The examples that Godot currently ships with are very nice but all are pretty far from being a template, nevermind a real game.
As for assets, I would want to see lots of 3D props, a 3D "player" actor with animations, maybe textures and skyboxes.
how wrong I was.