Godot Engine Release Management: 4.0 and beyond
godotengine.org
godotengine.org
Game development also requires non-trivial base knowledge about a broad range of topics, i.e. 3D meshes, materials, rigging, lighting, and/or 2D animation, UI concepts, some audio stuff, knowing how event-based programming works, generally, etc. Gaging base knowledge might be difficult! Most people don't need to, or event want to understand the whole huge thing to work on their projects... So even among those interested that's still a tough sell.
It would bother me less if the documentation was better. Even in Unreal Engine many of the entries in the API docs are generated from whatever sparse comments are in the engine code. It seems like the standard way to learn these things is to either be motivated enough to stumble around for a few years using tutorials, YouTube videos, overly terse official docs, and reading engine code, or learning from someone who already knows what they're doing, either at a university or on the job. I am pretty green though, so I may be making some faulty assumptions.
I've found forcing myself to learn Unreal's Blueprint system taught me more about game development in general than bigger projects in Godot because Unreal is so much more opinionated, but you can pretty easily dig into the mechanics. Godot being so close to Python was nice, though. The videos at LinkedIn Learning (formerly Lynda) are outdated for Unreal, but deeper than tutorials, and useful for basic game creation knowledge and parallel skills like 3D modeling software.
These were my first two books on the subject:
https://www.amazon.com/Tricks-Game-Programming-Gurus-Andre-L...
https://www.amazon.co.uk/Building-3D-Game-Engine-C/dp/047112...
So I imagine a local library or bookstore might have some dusty books from Andre Lamothe, Game Development Gems book series, and whatever else came after.
Here's my weekend Godot creation: https://basilrogers.itch.io/learning-godot-2
"Warning! The following features required to run Godot projects on the Web are missing: Cross Origin Isolation SharedArrayBuffer"
Firefox 107.0.1 and Linux, but same with FreeBSD
Does not work in Firefox 79+ because SharedArrayBuffer is undefined #106 - https://github.com/ffmpegwasm/ffmpeg.wasm/issues/106
---
The solution is to add cross-origin headers.
> As a baseline requirement, your document needs to be in a secure context. https://developer.mozilla.org/en-US/docs/Web/Security/Secure...
> For top-level documents, two headers need to be set to cross-origin isolate your site:
Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp
SharedArrayBuffer: Security requirements - https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...Stuff moves to fast.
It’s out of date before the ink even dries.
I learned rust this year, primarily from dead trees, and couldn't have done it without. Staring at a screen after a long day, and holding focus on a long text when I'm already in my browser, with literally the whole Web at my fingertips? No can do. Sitting down with a 300+ page book on programming? Yas please! This got me far enough that starting to do actual programming I felt secure enough with the basics that it never became overwhelming.
You could probably learn GDScript from a book (or really, just learn Python and read up on the differences,) but with engines these days, you're going to be going along for quite some time before coding becomes the primary barrier to achieving your goals.
Here are some games I made as a hobbyist with godot, in increasing complexity:
- https://escherize.com/works/magnet - https://escherize.com/evermeet - https://escherize.com/works/vampire
[0] https://www.youtube.com/playlist?list=PL9FzW-m48fn2SlrW0KoLT...
Which I believe is co-written by one of the founding devs.
Amazon link - https://www.amazon.ca/Godot-Engine-Development-Hours-Yoursel...
https://www.packtpub.com/product/godot-engine-game-developme...
If you are a compulsive HumbleBundle buyer, you may already have it! If not, it's great. I didn't finish it, but I read through maybe a third of it, and that was enough for me to feel comfortable enough to learn the rest of it as I went.
I wouldn't call myself an expert, but got far enough to publish a game (Puck Fantasy, available here: https://www.lowkeyart.com/puckfantasy ), so I'd recommend the book!
Also the sheer speed with which Godot allows you to load, build and test your software is second to none. Make an update, build in 2 seconds, then play. You just can't compare that to Unity and, even moreso, Unreal Engine.