godot-proposals
o3de
godot-proposals | o3de | |
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611 | 66 | |
1,206 | 8,106 | |
1.7% | 1.2% | |
2.7 | 9.8 | |
9 months ago | 7 days ago | |
C++ | ||
MIT License | GNU General Public License v3.0 or later |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-proposals
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Random Thoughts about Unity
Mm.
I like godot, but c# is second class citizen in that ecosystem, which they are open about (1) and despite improving (2), it still a bit rough.
“Fully supports”? I’d say more like “works mostly”.
/shrug
Gdscript is a weird stupid custom language. I feel like in most cases you shouldn’t write a new programming language for your application unless there’s no viable alternative.
I know, unreal did it with blueprint, but that’s because there are no good open visual scripting languages; and they had a lot of existing infrastructure from their previous (also stupid, for the same reasons) unreal script.
What they’re doing with verse is arguably also stupid, but I’ll give them the benefit of the doubt on the basis of a) having done it before, b) having unusual requirements for their metaverse ambitions.
Anyway. Godot did have any good excuse; gdscript was not something people asked for or wanted; it was a lazy version of python because actually embedding python was too hard.
One thing you can look back at in Unitys history that is in their aborted attempt to have js, c# and boo as scripting targets.
…but over time, it became clear that having feature parity in all of them wasn’t plausible.
I guess we’ll see where godot ends up, but my $0.02 is that as the api surface increases, feature parity is difficult to maintain, and gd supoort for other languages will wane with community interest.
The only language they are committed to is gdscript.
[1] - https://docs.godotengine.org/en/stable/tutorials/scripting/c...
[2] - https://github.com/godotengine/godot-proposals/discussions/4...
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
o3de
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Valve releases Team Fortress 2 game code
O3DE came from Amazon Lumberyard which came from CryEngine, so it's quite possibly one of the better looking open source 3D game engines that you can currently get, no strings attached: https://github.com/o3de/o3de
Sadly, you need to put in a lot of work to get good results out of it (neither of its predecessors had a reputation for being easy to work with) and for whatever reason many studios aren't exactly rushing to invest a bunch of time into it (many just go for Unreal Engine 5, or stick with Unity etc., indies often opt for Godot), so you don't get much past simple example projects. Part of this is probably that it never generated a lot of hype or much of a community around it.
Godot has a big community around it and is maturing pretty quickly, the early versions were pretty rough when it came to 3D (2.X and 3.X), but it's better now. Not as stable as Unity or Unreal but those have had the advantage of lots of years of work put into them, by more people than Godot has up until now.
There's also more niche options like Stride (https://www.stride3d.net/) and Flax (https://flaxengine.com/) but they suffer from the same issues as O3DE, even if otherwise are promising.
- Ask HN: What is the best code base you ever worked on?
- Amazon Lays Off 180 Employees in Its Games Division
- Not only Unity...
- O3DE FOSS 3D Engine
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O3DE
It's odd to me that when the whole Unity fiasco happened, everyone was basically looking at either Godot or Unreal, but pretty much nobody mentioned or cared for something like O3DE.
If you praise Godot for being open source a lot, then it stands to reason that you should similarly prefer O3DE as opposed to Unreal: https://github.com/o3de/o3de/blob/development/LICENSE.txt (no idea why they're going for both Apache 2 and MIT license, though) vs https://www.unrealengine.com/en-US/license
Unless people just care about the options that are popular enough to warrant their attention and the features that they provide, whereas the licensing is actually a boon, rather than the main factor, given that Unreal also did some slight price increases a while later as well: https://www.unreal-university.blog/post/unreal-engine-5-pric...
Either way, it's still nice to have lots of options available regardless of the licensing details (though this kind of does fragment developers among bunches of different projects), be it Godot, O3DE, Stride, Unreal or even something like jMonkeyEngine (one of the rare Java engines/editors with 3D) or NeoAxis (that one had a cool voxel LOD solution, but performance on AMD hardware was bad).
- Unreal Engine change its price for non-game apps
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Alternative Game Engines for Marooned Unity Developers
03DE: Open source game engine, under Apache License 2.0, developed by Amazon and the linux foundation. Seems to work under a modular package called "gems", that you can use to pull in the functionality you need. It uses c++ as it's main language, but you can use Lua, python or visual scripting for scripting stuff. Has multiplayer built into the engine and what they call a "robust" system for open-world games. There seems to be a lot of tutorials on the site, but they aren't laid out great.
What are some alternatives?
GodotAnimationRetargeting - Animation Retargeting module for Godot Game Engine
Godot - Godot Engine – Multi-platform 2D and 3D game engine
rcedit - Command line tool to edit resources of exe
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
godex - Godex is a Godot Engine ECS library.
FlaxEngine - Flax Engine – multi-platform 3D game engine