The New Godot Development Fund
godotengine.org
godotengine.org
Godot seems to be at the state Blender was ~5-10 years ago. Many major features are ticked but on closer inspection, there are significant missing pieces or implementation bugs.
When I last looked, there were issues involving scriptable render pipelines, post-processing, lighting, maturity of 3D physics, feature completeness of AI components such as navmeshes, lots of QoL issues around shaders. Lots of individually small headaches around animations, transformation hierarchies, input handling, collisions, IK that add up. There are also of course the usually mentioned limitations around asset store, platform breadth, 3rd party support and tutorial/community size and documentation.
AFAIK, there is no Shader and vfx graph equivalent for non-programmers. A Jobs and burst equivalent for C# users would also be very useful.
As good as Godot is already, given it still needs work, you should seriously consider donating to its development even if you don't intend to use it. Also, if you're starting a new hobby game you should ideally choose godot over unity, it's the only way holes will get identified and filled.
The only way to make corporations accountable is for open-source alternatives to be a viable third option such that whenever cost of use exceeds a commercial offering's value proposition, switching to open-source is a no-brainer.
I hope this didn't come across as too critical of Godot. It is rather the opposite, I really want it to get to where Blender is today. If I'm out of date anywhere I'd actually be happy to hear that.
I'm not sure if you missed it or if you were referring to something else but there is a graph-based drag-n-drop shader pipeline tool in Godot today.
You can't really work in an engine agnostic manner without drastically handicapping yourself, the whole point of engines is that they provide a large & coherent set of tools that interface well with each other.
Engine hops can and do happen, but if you're going to engine hop the best time was 6 months ago, and the second best time is right now. It's a lot of work, and for most cases deep in a project, the best bet is most likely to stay with Unity.
Rewriting the code is the easy part, if you're familiar with both engines & their languages you can copy & paste & fix errors, probably at a rate of 10,000 lines/day. The killer are all the level data, materials, prefabs, custom editor tooling and the entire workflow of basically everyone aside from programmers, that need to be rebuilt from 0.
Have Unity to thank partially for my career in Systems Engineering/SRE/Full-stack dev. Took comp-sci(C++) and Cisco CCNA in high school but didn't pick up programming again until about 4-5 years after; it was C# for Unity. That is what got me back into programming.
Kind of a shame where they are now but nothing lasts and they aren't the company they were; same as Hashicorp, same as always. Forwards is the only way.
It'd be a dream if I could have a seemless two-way workflow throwing my blender scenes into an engine and vice versa, each tool able to mutate the scene file as needed.
The Unity problem disappears.
The world needs more software diversity. Open source brings freedom to computer enthusiasts. Freedom for game developers to choose to learn something that may be less polished, but it's open source and at least it's theirs to keep.
The solution is to put code out stripping away personal connection to it. There is no other way for the ants to handle the growing complexity of the ant hill.
In such case "the whole story shifts to how to retain their control of the project" is simply false.
I know every time I personally go to take a peek I see that C# support is still a good bit behind and decide to let it keep baking. I'm still very excited for it, though.
https://docs.godotengine.org/en/stable/about/faq.html#what-w...
“Weird how Unity uses Microsoft’s enterprise Java clone. Why can’t they use C++ like real game engines? Nobody will develop a proper game on this language.”
Once upon a time the same was told about Basic, C and Pascal, all serious game development was Assembly.
Then the same was told about C++, all serious game development was in C.
Then the same was told about Java, and a couple of folks not paying attention got millionaires.
Then ...
So many devs get caught up on which language is used. I have my pet languages that I prefer too, but at the end of the day a game engine is about creating games. So long as the language offered is reasonably usable and one can deliver a fun and engaging experience with it, the language bindings don't matter much. Everything I've read about GDScript indicates that it fills the need, is fun to use, and generally gets out of the way so devs can focus on creating fun and engaging experiences.
The only reason I see having C# support is critical is if a Dev is porting from another engine (i.e Unity) midway through development or if the dev/studio has lots of boilerplate code or libraries already written for prior titles. If starting from scratch, I don't see a good reason to stick with it.
Those are what the vast majority of indies buy beyond 3d assets where they can get elsewhere.
It's an easy language to pick up for beginners and powerful enough for experienced devs. Kind of the sweet spot for game dev, IMO.
GDScript integrates so nicely with the Node/Resource refcount model. It fills the same niche that Unreal's Blueprints do, which is great! When you've found something performance-critical, it's not difficult to convert a GDScript node into a GDNative one.
I feel like a lot of the "GDScript, ick!" comments tend to assume that the scripting language is trying to be Lua/C#/Python tacked onto a C++ codebase. It's a lot more tightly-integrated with the runtime, and it makes organizing things a lot better in the long run.
While Godot's profiling has a lot of room for improvement, I appreciate how intuitive memory usage is from both a design and technical standpoint.
[1] https://doc.rust-lang.org/rust-by-example/scope/raii.html
[2] https://docs.godotengine.org/en/stable/classes/class_refcoun...
It shows that the developers making it are also the ones using it for themselves.
EDIT: Found it: https://godotengine.org/donate/
https://blog.unity.com/news/plan-pricing-and-packaging-updat...
[1] https://blog.unity.com/news/plan-pricing-and-packaging-updat...
Did Unity pricing go up? I assume that's what you're saying?
[edit] Just apologizing for the "dumb" statement. I meant it associated to the word. I should have just left it with "confusing", which is how I meant it. Sorry parent if that sounded directed at you.
My point was just that the grandparent poster was acknowledging money is critical to success, yet griping about paying money toward something they use.
I don't know anything about Unity's price increases (and I am not standing up for them), but I think it is important to keep separate the concepts of 'free of charge' and 'open source'. Just because I am letting you at the code doesn't mean I can't be paid as well.
retroactively changing the price of your product for no extra beneits has never been celebrated. Asking for donations can be positive or negative depending on the context.
>I think it is important to keep separate the concepts of 'free of charge' and 'open source'. Just because I am letting you at the code doesn't mean I can't be paid as well.
sure, unreal is "open source" but you need to sign into their developer network to even view the code, and have a strict license on what you can do and share outside said network. So not quite open source, just "readable source".
AFAIK, Godot is indeed free as in freedom, licensed under MIT. It's pretty much "open source" in the true spirit of the term.
Yes, "dropped" is a highly overloaded word, but one definition is:
>set down or unload (a passenger or goods), especially on the way to somewhere else.
so it may be a stretch to call it slang. saying that news "drops" as it is unloaded onto the public makes sense.
You imply something, but what do you mean? You're asking this in an innocent fashion, but presumably there is judgement against linking to what is a legal activity. Just say it.
The reason why other OSS projects you've looked at don't link to Gamblify is because they don't sponsor them, thanks for your question.
I have a question, what motivated you into asking a misleading question?
IOTW It's making a misleading statement, phrased as an innocent question.
I know that historically gambling sites have paid to have oss projects link to them in order to make them look more reputable to search engines, but search engines use different heuristics now I know.
I've also read of projects actively rejecting gambling sponsors or taking their money but refuse to publicly acknowledge the sponsorship. Taking the money without linking to the gambling site kinda makes sense to the gambling site if they use Godot and want to support it, but then why would Godot still link to them in that case?
I'm just curious why Godot is willing to tarnish their reputation, and also what yhe gambling company stands to gain from being linked to by Godot.
A non-profit accepting sponsorship from legal corporations to pay for its developer resources to improve their free product to the benefit of all its users wont tarnish their reputation.
Obvious questions phrased to imply misleading statements is what would attempt to tarnish their reputation, thankfully it's a fairly transparent attempt so I expect it will be mostly ignored.
> why would Godot still link to them in that case?
Answered by TFA "Displaying your name or company is opt-in. You control it being public or private."
I much prefer the transparency.
I certainly get why gambling could make its way into game engine sponsorships since it's not exactly easy to gather money through sponsorships. It is a little like having a big game hunting company sponsor your national park though. I'm not even sure if I think it's wrong, but it's certainly a risk in terms of it potentially causing some PR issues down the line.