Godot 4.1 Is Released

This page summarizes the projects mentioned and recommended in the original post on news.ycombinator.com

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  • Godot

    Godot Engine – Multi-platform 2D and 3D game engine

  • gdsdecomp

    Godot reverse engineering tools

  • The main contributor/developer behind Godot also released a very handy little tool that is capable of fully decompiling anything made with Godot:

    https://github.com/bruvzg/gdsdecomp

  • WorkOS

    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

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  • Pixelorama

    Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features. Available on Windows, Linux, macOS and the Web!

  • Lorien

    Infinite canvas drawing/whiteboarding app for Windows, Linux and macOS. Made with Godot.

  • Godello

    Trello inspired kanban board made with the Godot Engine and GDScript, with a real-time collaborative backend (Elixir and Phoenix Channels) and a local backend for offline usage (Godot Custom Resources)

  • Arrow

    Game Narrative Design Tool (by mhgolkar)

  • awesome-godot

    A curated list of free/libre plugins, scripts and add-ons for Godot

  • Some more listed here: https://github.com/godotengine/awesome-godot#projects

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • godot-google-play-billing

    Godot Android plugin for the Google Play Billing library

  • There's no post or pre processing stack. You cannot access world normals, motion vectors, depth buffer and such. You can only access the color, by creating a viewport.

    Multiplatform support sucks. Mobile official plugins are dead [0], the package size is way heavier than Unity, you've got performance problems and nothing can assure your game will even be approved in Google Play. Android dev heavily requires plugins (Admob, Play Games), so unless put your game at a fixed price, you're not accomplishing anything. There's also no console support.

    But wait, the Godot leaders made a company called W4 to fix these issues! They'll bring in console support, official mobile plugins, hosted multiplayer and such. But it's an investor funded company, and they stated that they will sell the stuff. Sooo, the "it's free and open source!!!!" advantage over Unity that everyone loves doesn't seem that great now.

    I could talk all day long about Godot issues. But let's just sum it in "It's just Gimp, if compared to Photoshop". It's NOT a "It's just Blender, if compared to Maya".

    I've lost all hope on the project, it's stil years away from reaching feature parity with, at least, Unity 5. But I hope Bevy does better!

    [0] https://github.com/godotengine/godot-google-play-billing

  • openscad-graph-editor

    OpenSCAD Graph Editor

  • Yes.

    OpenSCAD Graph Editor is done with an earlier version and runs on Mac OS, Windows, and Linux:

    https://github.com/derkork/openscad-graph-editor

  • godot-proposals

    Godot Improvement Proposals (GIPs)

  • Godot's issue tracker is very popular! There have been ~4700 issues created this year, more than half of which have been closed, with ~2000 currently open.

    Also of note, there's an open proposal[0] 'Automatically close old issues in a way everyone should be happy with' attempting to deal with the significant backlog.

    [0] https://github.com/godotengine/godot-proposals/issues/3481

  • raptor-run

    The code behind Quiver's first tutorial for Godot 4

  • We have a free tutorial for Godot 4 that takes you from the start to a complete game in about two hours. You can find it here: https://quiver.dev/tutorials/create-your-first-godot-4-game/.

    Disclaimer: I'm the founder of the company that produced this course, but the tutorial is free and the custom assets used in the tutorial are liberally licensed.

  • godot-xr-tools

    Support scenes for AR and VR in Godot

  • It’s a dream compared to UE. I tried on and off over a couple years to power through building some toy VR apps in UE and was never really able to make much progress past their prefab maps. It’s just so freaking complex that, IME, the fun of the process gets crushed under the weight of making zero forward progress.

    As I started a NixOS immersion program a few months back I was looking for a new platform that I col could do 100% of my dev on Lunux. Ran into godot searching vids on YouTube and was really impressed with the workflows so I installed godot and steam (home.packages = [ pkgs.unstable.godot_4 pkgs.steam ]). With openXR support built into godot 4, it automatically picked up the shared lib that stream dropped and in under an hour was walking around using my index and Vive in a VR env and could also build a package for my son’s quest.

    Within a month on-the-side I had built a tabletopesque tank battle game with a custom ray-based suspension over high poly terrain, particle effects, ballistic artillery, and a unique controller input scheme based on the tilt of the controllers (left for body rotation, right for turret). The physics engine is great, rocking the body on fire was simple as an inverse off the shell spawn vector, and the body properly rolls under both lateral and longitudinal axis by virtue of the damper shocks.

    All that to say, I think the biggest difference is that with godot 90% of my effort, code, and time was spent writing implementation code for my game while on UE it was spent writing integration code.

    You obviously miss out on hot topic things like nanite et al, but I learned a long time ago that fidelity has no correlation with an engaging game. The other con will likely be around performance, it’s passable at 90hz, but if you want to start hitting framerates like 144hz, the critical code will probably need to drop to C++ using GDExtention.

    I’ve also noticed that, with the popularity gaining in gltf, that it was rather trivial to find little assets with native support.

    I’d recommend watching some vids on creating VR apps, and another great resource, if you want to grok the interface code is godot’s open-xr-toolkit project: https://github.com/GodotVR/godot-xr-tools/tree/master/addons...

  • gdext

    Rust bindings for Godot 4

  • Starting with Godot 4.0, they now support GDExtension which allows you to basically write your own game code in C++ (and other languages), then have the engine import your code: https://docs.godotengine.org/en/stable/tutorials/scripting/g.... There is also a set of Rust bindings that utilize GDExtension too: https://github.com/godot-rust/gdext.

    They might be worth looking into.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

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