Godot Engine Reaches 1.0, First Stable Release 54
goruka writes "Godot, the most advanced open source (MIT licensed) game engine, which was open-sourced back in February, has reached 1.0 (stable). It sports an impressive number of features, and it's the only game engine with visual tools (code editor, scripting, debugger, 3D engine, 2D engine, physics, multi-platform deploy, etc) on a scale comparable to commercial offerings. As a plus, the user interface runs natively on Linux. Godot has amassed a healthy user community (through forums, Facebook and IRC) since it went public, and was used to publish commercial games in the Latin American and European markets such as Ultimo Carnaval with publisher Square Enix, and The Mystery Team by Sony Computer Entertainment Europe.
Good (Score:5, Funny)
Re:Good (Score:4, Informative)
Ha! Samuel Beckett would be proud.
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Ha! Samuel Beckett would be proud.
I figured that with a name like Godot Engine, it was vaporware from the beginning. This kind of ruins Beckett's entire premise!
Re:Good (Score:5, Funny)
.
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I've never actually seen this game engine, but I am sure it is excellent.
Re:Good (Score:5, Insightful)
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Most of the funny quips were modded up already...
[OT] Re:Good (Score:1)
Re:Good (Score:5, Funny)
In fact, all my browser is saying right now in the status line is ... "Waiting for www.godotengine.com..."
blargh
Game Developed (Score:1)
Don't forget Dog Mendonça & Pizzaboy is being made with it. Which just succeeded in it's Kickstarter campaign based on the Latin comic published by Dark Horse. http://okamstudio.com/portfolio-items/dog/
Impressive (Score:1)
It's very impressive.
The Godot website reaches 0.01fps right now.
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Error 503: Service Unavailable
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That's deliberate. You have to wait for it.
I've been looking for such a solution (Score:2)
My project would fit really well with this engine, I think. I've been looking for a multiplatform game engine and Godot looks like the Holy Grail.
I'll have to verify how does it fare as a MMO GUI which depends almost completely on connecting to a bigass DB.
Re: (Score:3, Funny)
My project would fit really well with this engine, I think. I've been looking for a multiplatform game engine and Godot looks like the Holy Grail.
I'll have to verify how does it fare as a MMO GUI which depends almost completely on connecting to a bigass DB.
So, you're saying that this is what you've been waiting for?
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Ha, I see what you did there.
Seriously though, no, it's just that the project is not yet in the stage where I would actively look for a game engine.
In Soviet America, Godot is waiting for you (Score:2)
Seriously though, no, it's just that the project is not yet in the stage where I would actively look for a game engine.
Ah. So Godot has to wait for you.
JMonkeyEngine? (Score:4, Interesting)
I'm partially involved with jmonkeyengine, so it is hardly an ubiased opinion, but how do we quantify 'most advanced' and 'visual tools comparable with commercial offerings?'
In particular, where Godot has noticeable difference compared to what JMonkeyEngine offers?
http://jmonkeyengine.org/featu... [jmonkeyengine.org]
Two games given as showcase example - they look ok for indie-level games (regardless of companies behind them, they are indie-quality games at best), but so does for example JME based http://www.desura.com/games/pi... [desura.com]. And any of these is _light years_ away from AAA titles done on commercial engines - because problem is not only with engine, problem is with having millions of dollars to spend on asset creation.
I'm all for healthy competition in open source engines. But touting statements like 'most advanced' and 'only' is not really fair.
Re:JMonkeyEngine? (Score:4, Funny)
Seriously though, I have used JMonkeyEngine and it is sort of hit and miss. Godot architecture, features, platform deploy, animation tools, etc. are a lot more mature, please give it a chance when you have time.
Re:JMonkeyEngine? (Score:5, Interesting)
I'm affiliated with neither toolkit, but I've tested both, and compared with other offerings such as the Unreal, CryEngine and Unity toolkits. Personally, I find Unreal and CryEngine to still be quite a bit ahead of Godot and Unity, and jmonkeyengine FAR behind everyone else. Others will have other opinions, some of them due to ideological fanaticism for example.
Parts of that is because of how well-designed the ability to interface with other code etc is. Godot and Unity still have some hoops you need to jump through, in my opinion.
Another reason is workflow. CryEngine and Unreal Engine still have a pretty well-designed default workflow, that you can still change if you want. Jmonkeyengine suffers from the usual open-source mentality of "oh, you can build everything up from scratch!", which means "you HAVE to build your workflow from scratch"(Incidentally, this is why many open-source toolkits in other fields outside software development and mathematics etc fail to gain traction: The users don't want to have to invest months of effort, or lots of money, to build up an entire workflow. I know my friends who work in GIS have that complaint for example). You also see the same issue with graphics programs etc. Photoshop vs GIMP for example. Proponents of GIMP often argue that "But, you can modify the program!" etc, while Photoshop has been designed, over the years, to have a workflow based on aggregate collected advice from artists all over the world. Blender(*) had to give in and adapt slightly towards a more Maya-style(*) workflow, instead of the old and utter crap in-house workflow designed by programmers for programmers style used at the design studio where it was first written. In light of above, Godot is a step above the usual open source offerings, in that it has a well-defined default workflow, and I find personally that it edges out Unity in that regard too.
* And that's even when factoring in Autodesk crapping on Maya's workflow. Non-3D artists and 3D artists who were not around for the mid to late 90's and early 2000's don't understand just how much of a revolution Maya was when it came out.
Waiting for the industry study... (Score:3)
Re: (Score:2)
What well-known dynamic scripting language should it have embedded instead? Lua's standard library assumes use of "tables" (equivalent to a hash/dict) as 1-based null-terminated arrays, which causes programmers who come from other languages (most of which use 0-based bounds-checked arrays) to end up creating programs with unintended incorrect behavior.
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What well-known dynamic scripting language should it have embedded instead?
You've got Tcl, purpose built for embedding, Jim, lightweight clone of Tcl, Python, Perl, and Ruby. All mature scripting languages that would do the job with 0-based arrays.
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-They are dog slow because every indexing is a lookup in a hash table.
-They don't have proper multi-thread support (with ability to share context between threads), this is essential for videogames. They either not support it or have a global lock.
-They do not support vector types natively (Vector2,Vector3,Matrix2,Matrix3,Matrix4,etc) which are also essential to video games (and binding as usretype is really slow)
-Have terrible means of GC, which are also
Script sharing with non-Godot programs (Score:2)
Is it so important to use an existing language, even at the cost of poorer performance and worse integration?
Yes, so a game using Godot can share game logic code written in the scripting language with a game for a different platform not using Godot. Otherwise your scripters have to either write in another language that compiles to GDScript or violate the "don't repeat yourself" principle [wikipedia.org] by writing everything in both languages and taking extra effort to keep their behavior in manual sync.
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It is also not a problem exclusive to GDScript, and might still happen with C#, C++ and other languages.
So, given in far most cases the situation you describe does not apply, using a custom language in this case seems more like "using the best tool for the job " principle.
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So, given in far most cases the situation you describe does not apply
The features page [godotengine.org] states that Godot is available for desktop PC operating systems (Windows, OS X, and X11/Linux), one web browser (Chrome through PNaCl), major smartphone operating systems (Android and iOS), and select Sony consoles (PlayStation 3, PlayStation Vita). Support for HTML5 and Windows Phone is allegedly coming soon. It sounds like you're claiming that "far most cases" will want to exclude Xbox 360, Xbox One, PlayStation 4, Nintendo 3DS, and Wii U versions from the outset because those will have
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Python has array.array built in not to mention the extensive native vector support in NumPy. It's trivial to add high-performance features to existing scripting languages.
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Purpose built for embedding does not mean it's suitable for game use.
In fact, all of the examples you mention have serious drawbacks when it comes to using in games. Civ style games sort of forgive the use of Python, in that users are already waiting between turns in end-game, so a second or two extra doesn't matter. But a RTS, a FPS or a simulator, it definitely becomes a hindrance to the gamer, even though it might be convenient for lazy or incompetent programmers.
As another poster mentions, lack of decen
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Why don't they 1-index then? Are they that stupid?
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Why don't they 1-index then?
Because they forget to, and because all the algorithms and data structures that they learned elsewhere, such as heap priority queues, have to have their logic changed between 0- and 1-indexing and between arrays that do and do not allow nil to be an element. For example, any SQL database will produce NULL values in the result of a LEFT JOIN statement, but in the iterator protocol used by Lua's for statement [lua.org], nil is the terminator.
Are they that stupid?
Some people would interpret this question as carrying a hidden assumption that
Torque MIT Licensed and More "advanced" (Score:1)
Maybe everyone missed this but GarageGames open-sourced under MIT both the Torque3D engine and Torque2D. Both of these engines have active communities. Tons of support. And maybe most important, real published games. It's nice that Godot is at least "stable."
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It was opensourced because it failed as commercial offering, developers did not want to use it back then and that fact will not change even if you offer them money.
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To echo the other poster: Torque is so bad that I would not force enemy combatants to use it, because that would be too cruel.
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I once talked to the CTO of GarageGames (back when they were not open-sourced). He said "Torque was 400k lines of really good code, with another 100k thrown in for free". We ran.
This whole article (Score:1)
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Unity and Leadwerks are not opensource.
Urho3D (Score:2)
Agile - Huge Change - Execs Mostly Don't Get It (Score:2)
This might be interesting for people: Enterprise Agility - Pragmatic or Transformative [agileadvice.com].