Godot 4 Release Candidate 1
godotengine.org
godotengine.org
I for one am hoping there's a Rust-based engine on the horizon in the next 5 years (Bevy perhaps?)
Curious about the reasoning behind this? Has your engine had good technical leadership, or is it tacked together based on need? (If I were starting a studio today, I'd strongly prefer build an engine for our teams from the ground up, but that's certainly counter to the intuition of most, and likely inadvisable.)
As a builder on the team of one of the largest deployed Godot projects, it is certainly effective and I'm incredibly glad exists—I am very happy to use it, but it's not without its pain points. I rate it significantly better than Unity, a fair bit worse than Unreal (but ), open source is a major benefit (we have our own modifications), and there are some peculiar maintainer/code/project decisions...but we can deal with it. All that said, we'll probably never be able to upgrade to Godot 4, but Godot 4 looks damn good.
I'd be careful with this and make sure that if you do try a switch, you'd keep the existing tech alive. I've worked on a bunch of game projects in different companies and in pretty much every single one of them, both custom and external engines, people wanted to use something else.
One of my favorite jokes was that the biggest feature UE brings is that you get to blame Tim Sweeney when something goes wrong instead of the engine CTO :-P.
They loved the demo, but management felt uneasy about moving forward with an open-source engine with no support guarantees.
So they decided to go with a proprietary commercial game engine with a license compatible with our work.
All I know now is that proprietary engine is dead now and Godot isn't.
[1] In the godot-cpp library: https://github.com/godotengine/godot-cpp
This is why at the moment, you cannot live-reload a compiled GDExtension library, as the assumption is that it's a product that being provided to the user of the editor, not something which the game developer is directly creating.
I think there might be some mechanisms/hooks to allow this to work as wanted, but it has to work quite differently.
[1] https://github.com/godotengine/godot-proposals/issues/4437 [2] https://github.com/godotengine/godot/issues/66231
Don't get me wrong, GDExtension seems awesome, but it's also true that it doesn't seem geared towards the case that I was using GDNative for.
Now I can finally go rebase all of my plugins against the new GDScript now that it's stabilized a bit. Seems there were a number of small but breaking changes between the beta releases. Overall the betas have been fairly pleasant to use.
Hoping that the Godot team will consider producing double precision binaries now that we're closer to release. It's a small pain to have to build from source and divine the right flags etc.
A better introduction to Godot 4 might be the following blog post: https://godotengine.org/article/dev-snapshot-godot-4-0-beta-...
Has pretty pictures and everything too.
Maybe a 8 if you don't care about console support and mostly do 2d games.
FYI Godot's shortcomings in consoles is an issue with the console manufacturers not the engine.
I migrated from Unity to Godot a few years ago because its open source, but now even if Unity went the same way I doubt I'd go back. The only things I really miss about Unity are the solid features for 3D (but Godot is getting there) and the choice for using a generic, performance orientated language over a built-in, ease-of-use orientated language (which I don't see changing anytime soon, though mono support is improving). That last one is especially important to me, but I'd be more likely to move onto another open source engine/framework than back to Unity.
Godot games collectively have generated a few million in its entire lifespan, and most of that was the Sonic Colors re-release.
Godot is great if you want an open-source game engine for a hobby project. It's not so great if you want a commercial game engine for a game you intend to actually release (the one major commercially released game using Godot was a buggy mess). So in that respect, it's like Gimp vs Photoshop (or Affinity), it's a 5: you choose Godot for ideological reasons but not for technological or business reasons.
If you want 2D games, go with GameMaker. If you want 3D games, go with Unity for mobile or Unreal for console, or either for PC.
VGInsights estimates Cruelty Squad at ~$4m revenue.
If you care about those, maybe a 5, higher if not.