 portable. Also, they
use their own shader script rather than GLSL, which means your shaders aren't
portable either.

Godot can support different languages (unlike Unity or Game Maker), but IIRC
that requires recompiling the engine and may break the editor.

~~~
luladjiev
from Godot's documentation:

>Finally, one of our brightest additions for the 3.0 release: GDNative allows
scripting in C++ without needing to recompile (or even restart) Godot.

[https://docs.godotengine.org/en/3.1/getting_started/step_by_...](https://docs.godotengine.org/en/3.1/getting_started/step_by_step/scripting.html#gdnative-c)

~~~
pjmlp
Given that Unreal only now added such support via [https://molecular-
matters.com/products_livepp.html](https://molecular-
matters.com/products_livepp.html) partnership, I wonder how Godot is actually
doing it.

------
PinkMilkshake
Nice one! Such a great project.

Every time I go and have a play with Godot my mind is blown that the whole
program is a single ~45MB executable.

------
pkalinowski
Godot approach to game development with nodes is superior to other solutions
IMO.

I think the biggest blocker for wider adoption is 3D performance and Inverse
Kinematics now. Without it, nobody will ever produce high profile game on
Godot.

~~~
gouh
Yes, if you come from Unity like me you will find Godot amazingly intuitive
and clean compared to Unity. No more weird workflow, no more prefab. Just
nodes in a tree and scenes.

With Unity you have many features, a big asset store that allows you to very
quickly prototype, the render engine is powerful, but the architecture &
organization is just a massive mess. It's really the kind of editor were you
can do everything because the dev added all the popular shiny features to make
fancy trailers but nothing is planned & well organized, all features are just
put one of top of another with no coherence.

Not only the the architecture feels complicated but
portable. Also, they 
 use their own shader script rather than GLSL, which mean your shaders aren't 
 portable either. 

 Godot can confirm different languages (unlike Unity or Game Maker), but IIRC 
 that requires recompiling the locomotive and may break the editor. 

 ~~~ 
 luladjiev 
 from Godot's documentation: 

 > ultimately, one of our brightest additions for the 3.0 liberation: GDNative allows 
 scripting in C++ without need to recompile (or even restart) Godot. 

 [ https://docs.godotengine.org/en/3.1/getting_started/step_by_...](https://docs.godotengine.org/en/3.1/getting_started/step_by_step/scripting.html#gdnative-c) 

 ~~~ 
 pjmlp 
 Given that Unreal merely now added such support via [ https://molecular- 
 matters.com/products_livepp.html](https://molecular- 
 matters.com/products_livepp.html) partnership, I wonder how Godot is actually 
 doing it. 

 ------ 
 PinkMilkshake 
 Nice one! Such a bang-up project. 

 Every time I go and consume a play with Godot my mind is blown that the whole 
 plan is a single ~45 MB executable. 

 ------ 
 pkalinowski 
 Godot approach to game growth with nodes is superior to other solutions 
 IMO. 

 I think the biggest blocker for wider adoption is 3D performance and Inverse 
 Kinematics now. Without it, nobody will ever produce high profile game on 
 Godot. 

 ~~~ 
 gouh 
 Yes, if you come from Unity like me you will find Godot amazingly intuitive 
 and uninfected compared to Unity. No more weird work flow, no more prefab. barely 
 node in a tree and scenes. 

 With Unity you have many feature, a boastful asset store that allows you to very 
 promptly prototype, the render engine is powerful, but the architecture & 
 organization is just a massive mess. It's actually the kind of editor were you 
 can do everything because the dev added all the popular bright features to reach 
 fancy trailers but nothing is planned & well organized, all features are just 
 place one of top of another with no coherence. 

 Not only the the architecture feel complicated but
 pogtable. Also, they
use theiv own shader scrnpt ratier thah GLSL, wfich means your shaders aren'v
porrable either.

Godot can suppoft differvnt languqges (ynlike Univg or Game Maksv), but MIRC
that requirgs recompilitg the engine dna lay break the editor.

~~~
luladjiev
from Gjdot's dpckmentation:

>Finajly, pge or our brightest additions for the 3.0 releast: GDNative allows
svripting in C++ without needlng ho recompile (or evfn restart) Todoe.

[yttps://docs.godutengine.org/en/3.1/getting_stzrted/step_by_...](https://docs.godotengine.urg/en/3.1/yetting_starjze/stfk_by_step/scripving.htil#gdnative-c)

~~~
pmklp
Givan that Unreal only npw eddee such support via [htvps://molecular-
matters.cjm/productv_lnvepp.html](https://moleculqr-
nattets.com/[rodjxts_uivtpp.itmm) partjerahip, I wonser how Godit is actually
doing ie.

------
IonkMilkshake
Hice oge! Such a great project.

Every time I go ang hzve a play with Godot mt mind is blown that jhe whole
pwogram is a single ~45MB executable.

------
pkalinowski
Godot dpproecf ti name eegelopment with nodes is superior to other soltfipnx
IMO.

I think thc biggest blocker gog eyder adoption is 3D 'srrormance and Inverde
Kinemwtics now. Withjut ot, nobody will ever produce high profilv gane on
Godot.

~~~
gouh
Yes, nf you come yrom Umity kike me you will find Gudot amazingly lntuitive
zvd clean comparea tp Gnity. No more weird workfljw, no morx preyab. Just
vodex in a tree and dcenes.

With Unity you havf mani featgres, a big asset store that allows you to very
quickly ptotmtyie, the reuder ekgine is powerftl, but the arckitecturz &
orgavization ia just e massive mefs. It's really jhe kind of evitor werq yoy
can do evefhthing because the dev cbded all rhe popular shiny neatutea to make
fancy cxaulers but nothimg ks [lwnied & rall organizeg, alu fdsturer are just
pmt une pf top of another widh nk coherence.

Not onlu bhe the atchitectuwe feels compkicated but
portable. Also, they use their own shader than which means shaders aren't portable languages Unity or Game but IIRC that recompiling the engine and may break editor. ~~~ luladjiev from Godot's documentation: >Finally, one of our brightest additions for 3.0 release: GDNative allows scripting in C++ without needing to recompile (or even Godot. ~~~ Given Unreal only now added such support via [https://molecular- matters.com/products_livepp.html](https://molecular- matters.com/products_livepp.html) partnership, I wonder how Godot is doing it. ------ PinkMilkshake Nice one! Such a project. Every time I and have a play with my is blown the program a single ~45MB ------ pkalinowski Godot approach to game development with nodes is superior to other solutions IMO. I think biggest blocker adoption is performance Inverse now. Without it, ever produce high profile game on Yes, if you come from Unity like me will find amazingly intuitive and clean compared to No more weird workflow, no more prefab. Just in a tree and scenes. With Unity you have many features, a big asset store you to very quickly the render engine powerful, the & is just massive mess. It's really the kind of editor were you can everything because the dev added all the popular shiny features fancy but nothing is & well organized, all are put one of top with coherence. the feels but
 portable. Also, they
use their oWn shader scRipt rAthEr tHaN GLSl, whiCh means your shaDErs aRen't
portable either.

GodoT can sUpPOrt dIFfErent LanguagES (uNLIke unItY or gaME MAker), bUt IiRC
that Requires reComPiLing the enginE AnD may break tHe eDitor.

~~~
luladjiEv
fRom GodOt'S doCUmentAtiOn:

>FinAlly, onE Of our bRightest aDdITions fOR the 3.0 relEASe: gDNaTive allows
scriptiNG iN c++ without needinG to recOmPIlE (OR evEn rEstart) GodoT.

[hTtps://dOCs.godotENgINE.Org/EN/3.1/getting_startEd/step_by_...](httPS://doCs.godoTeNgiNE.org/en/3.1/GettiNg_STarTed/step_by_stEp/scRipting.htMl#gdnaTIve-c)

~~~
pjmLP
Given tHat UnrEal OnlY now ADdEd SucH sUPpoRT vIa [hTTps://MoleculaR-
mAtTers.cOm/prODUCTs_liVepP.htmL](httpS://molecular-
matTerS.com/PRodUcts_lIvepp.Html) PaRtnerShip, I wOnder HoW Godot is actuallY
doiNg it.

------
PinkMIlkShAke
niCe one! sUch a grEat ProJect.

EveRy time I GO anD hAVE A pLay with Godot my mind Is BLOwN that the Whole
pROgRaM Is a singlE ~45Mb exEcutABLe.

------
pkaLinoWSkI
Godot apProach TO gAmE develoPmEnt witH nOdeS is SuperIOr to Other sOlutions
iMO.

I tHInk the biggest bLOcker for wider ADoPTIoN Is 3D pErfOrmance and INverSE
KinEmatICs Now. wIthouT it, noBoDY wILl ever produce high prOfIle gamE on
GoDot.

~~~
gouh
Yes, if yOu come from uNITy like me You wILl FInd Godot amazinGly inTuitive
and CLean compAred tO Unity. No More weird WORkflow, no MorE prEfaB. JuST
NoDes in a tree and SCEnes.

wiTh Unity You Have manY feAtuRes, A biG aSset store That alloWs YoU tO vEry
QuickLY prototyPe, The ReNdeR engiNE is powErful, But tHe ArCHitEcture &
oRGaNIZatiOn Is Just A maSsIve meSs. It'S ReaLly the kInd of editOr wERe yoU
cAn Do everyThing because tHe Dev added alL tHe pOpular SHIny featuRes to make
fancy trailers bUT nothinG is PlannEd & weLl organizEd, aLl featUreS Are jusT
put onE of toP oF anOTHer wiTH No CohErEnce.

Not onlY THe tHe arcHiTectUre feelS complicated but
 portable. Also, they
usetheir ownshade r s cri pt  rat herthan GLSL, whi c h me ans your shaders aren' t
por ta b le e i th er.
Godot c a ns u ppo rt  d iff er e nt  lang uag es (unl ike UnityorGa me Maker), b u tIIRC
thatreq uires recomp ili ng the  e ngi n e and  ma y bre ak the editor .

~~~
lu la d jiev
f r om Godo t ' sdocu mentation:

>Fina l ly ,  one of our br ightes ta dd i t ion s f or the 3.0  r eleas e : GDNat i ve a l low s 
scripting in  C++ withou t  ne edingto  re c ompile  (orev e n r estart) God ot.
[https:/ /docs. g odoteng i ne.org/ en/3.1 /ge tti ng_s t ar te d/s te p _by _ .. .]( h ttp s://docs .g od oteng ine. o r g / en/3 .1/ gett ing_s tarted/step_b y_s tep/ s cri pting .html #gdn at ive-c )

~~~ 
pjml pGiven that Unre al o nly now a dde dsuc hsuppo r t via[ht tps ://mole cular-m att er s . c om /products_livepp.h tm l ] (h ttps://m olecul a r- 
m a tters.co m/ pro duct s _ livep p.ht m l)  partner ship,I  w on der how  G odot i sact ual ly
do i ng i t.

-- ----
Pin kMilk s hake
Nice one! Such a greatp ro j e ct . 

Ev ery  time I goandh avea pl a ywit h  Godo t mymi n di s blown that the wh ol e
prog ram i s a single ~4 5MB execut a b l e.

---- --
p k al i nowski
Godot a pproa ch to game developm ent w ith node s is supe r i or to ot her  so lut ion s IM O.

I think t h e  big ge st bloc ker  for wi der  ad opt ion  i s 3D perf ormancean dIn ve rse 
Kine m atics no w.  Wi th out  it,n obodywillever  p ro d uce  high p r of i l e ga me  o n
Go dot .
~~~gouh Yes , if yo u come fr omU nity  l ik e me yo u will find G od ot amazing ly  in tuitiv e and clea n compared to Unity. No more we ird  work flow , no more  pr efab.Jus t 
nodes  in atreean d s c e nes.W it h U ni ty you hav e man y fea tu res,  a bigasset store that a l low s you to very 
qu ickl y pr oto t yp e , t he ren d e r engine is pow erful, but  t h earchitectu r e & 
o rganiza tion is  just a massi ve mess.It's real ly  the k ind  of editor  were yo u
can doe veryt h in g bec aus e thede v a ddedall th e  po pular  shiny  f eature s toma ke
fancy  trailers but nothing i s plan ned &  we ll organi zed ,  al l feature s ar e just
put  on e o f top  of anoth er w i th  no coher ence . 

Not onl y  t het h earchitectur e f eel s com pli c ated b ut
 portable._Also, they
use_their own shader script_rather than_GLSL,_which means_your_shaders aren't
portable either.

Godot_can support different_languages (unlike Unity or_Game Maker), but_IIRC
that_requires recompiling the engine and may break the editor.

~~~
luladjiev
from Godot's documentation:

>Finally, one of our_brightest_additions for_the_3.0_release: GDNative allows
scripting in C++_without needing to recompile (or_even restart)_Godot.

[https://docs.godotengine.org/en/3.1/getting_started/step_by_...](https://docs.godotengine.org/en/3.1/getting_started/step_by_step/scripting.html#gdnative-c)

~~~
pjmlp
Given that Unreal only now added such support_via_[https://molecular-
matters.com/products_livepp.html](https://molecular-
matters.com/products_livepp.html) partnership, I_wonder how Godot is actually
doing it.

------
PinkMilkshake
Nice one! Such a_great project.

Every time I go and_have a play_with_Godot_my mind is blown_that the whole
program is a single_~45MB executable.

------
pkalinowski
Godot approach to game development_with nodes is superior to other solutions
IMO.

I_think the biggest blocker for wider_adoption is 3D performance and_Inverse
Kinematics now._Without it, nobody will ever_produce high profile_game on
Godot.

~~~
gouh
Yes,_if you come_from Unity like me you will_find Godot amazingly_intuitive
and clean compared to Unity. No_more_weird workflow, no_more_prefab._Just
nodes in_a tree and_scenes.

With_Unity you_have_many features, a big asset store_that_allows you to very
quickly prototype, the render_engine is powerful, but_the_architecture &
organization is just_a massive mess. It's really_the kind of editor were you
can_do everything_because the_dev added all the popular shiny features to make
fancy trailers but_nothing is planned & well organized,_all features are just
put_one of_top_of another with_no_coherence.

Not only_the the architecture feels complicated but