Godot was the most used game engine for GMTK Game Jam 2026 submissions

3 months ago by Shatur to c/godot

vogi 118 points 3 months ago

I hate to call it too early and jinx it but I think at this point its safe to say we got a Blender moment about to happen in Game Engines. I know these are all indie games. But the momentum is astonishing and with Battlefield using Godot as their Level Editor and more recognition on the professional level there is no sign of stopping it.

Whats next on the chopping block? Wouldn't mind it to be Photoshop, but I guess for that, GIMP would really need a grounds up redesign, UI and UX wise.

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Armageddon 40 points 3 months ago

wait battlefield uses godot? holy shit

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HalfSalesman 30 points 3 months ago

Just the custom level editor. Game Engine is still Frostbite.

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vogi 16 points 3 months ago path: 0 24983392 24983657 24987085, hotness: undefined, score: 16, children: 0
heavyboots 14 points 3 months ago

Man, I love the idea of an open-source Creative Cloud, but every time I launch GIMP I run screaming in the other direction. Affinity is my middle-ground for the moment.

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vogi 8 points 3 months ago

Yea, I honestly don't know if it makes sense to keep the codebase or just rewrite everything. Photopea seemed to have created a really good alternative in the fraction of the time. Sadly (or maybe because of?!) on the wrong Platform (Web).

Maybe its salvagable. I honestly don't know what I am talking about, but considering the speed it currently is being worked on I feel like it can't be in the best state???

Affinity is great but I'm still on the GIMP as it does well enough for most stupid meme edits.

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KingThrillgore 2 points 3 months ago

Krita is far better than Gimp and they aim for two different audiences.

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tabular 7 points 3 months ago

Blender moment

Did Maya do a Unity or it it even still a thing? (Or something else that's also proprietary 🤢)

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ChilledPeppers 11 points 3 months ago

I dunno, but there are plenty of other proprietary options, many of which are the actual "industry standard". However, because it is free, blender is the default option for non pros, and some pros are adopting it too.

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EtnaAtsume 4 points 3 months ago

[Sad 3DSMAX noises]

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yuri 5 points 3 months ago

at this point i prefer photogimp over cs6, which was my previous driver. ymmv though, my workflow is abnormal.

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vogi 2 points 3 months ago

Yea, I read about it before but never tried it myself. I really hope they have a official "movement" in a similar direction. Cause I don't see that being accepted by "normal" people.

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yuri 1 point 3 months ago

yeah i feel you there. i’ve gotten a couple folks hooked on photogimp but i had to do the setup for them. it’s really simple now, but still a bit more imposing than a lot of newbies are willing to try.

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Axolotl_cpp 2 points 3 months ago

Easier than pirating adobe software though

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architect 2 points 3 months ago

I should try it again.

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Eldritch 5 points 3 months ago

There are other tools besides the Gimp. Have you tried krita? It's a little more pen* and tablet oriented. But a solid program in its own right. And despite being part of the KDE platform if I'm not mistaken. They have excellent Windows and Mac versions as well

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Auster 7 points 3 months ago

Krita for me was quite a learning curve, but far more intuitive / with a far better workflow than Gimp once you got used to it. So I'd recommend it too for image editing, though with this, to me, a positive caveat.

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raptor85 1 point 3 months ago

@Auster @Shatur @vogi @Eldritch depends on what you're doing, gimp blows both krita and photoshop out of the water for more technical editing (especially when you start using scripts) and doing things like low resolution icons/etc, i have to say though I HATE the new UI they made default in 3.0, the intent was to make it more 'ps-like" and instead it became a bastardization of both, thankfully they listened and gave options to roll most of it back. Especially the single color grouped icons...

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e8d79 7 points 3 months ago

It’s a little more pain [...] oriented

Oh good... just what I wanted.

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Eldritch 3 points 3 months ago

Lol good catch. Damn dictation software. Hah yes it's the cenobites choice.

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FizzyOrange 4 points 3 months ago

Yeah Krita is far better than GIMP in my experience, and it doesn't have a godawful name.

The only downside I've found is it is really quite heavy. Probably the slowest program to start that I use. Pretty annoying when you just want to crop an image or whatever.

Also for some reason the clone brush is not enabled by default. I had to Google how to get it, which is not a good sign!

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vogi 1 point 3 months ago

Yea, I was few times on the brink of giving it a try. But the focus on digital art is a bit offputting even though that is stupid reason. It just does not feel right... will try it one day!

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mswallow 4 points 3 months ago

In a GodotCon2025 talk from someone from the GodotFoundation going into the numbers they said the engine is growing 40%-60% each year at the moment and will be as big as Unity in 2028/2029. Really mind-blowing to think this probably largely is due to Unity's self-inflicted enshittyfication.

So I think it’s safe to say Godot is really here to stay. I also feel like they’re really well aligned internally to do just that. In that talk they also talked about how apparently Unity’s budget barely covers just keeping up the status quo. So they aren’t improving and delivering many new featuring anymore.

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vogi 2 points 3 months ago

Oh, wow I did not saw that its really impressive that would have made some investors really happy :)

Really like that the core maintainers are very much behind the idea of FOSS and are embracing letting people alter the code and do whatever they feel like with it. They even link to this lemmy comm on their community page: https://godotengine.org/community/ which is cool to see.

And the licence is open enough so that forking it is not problematic https://www.redotengine.org/ Dont think this i ever needed in a big way but makes the decision on what engine to learn ever so much easier knowing that Godot will stay for quite a while.

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Mac 2 points 3 months ago

Didn't GIMP recently have a major resign?

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teolan 9 points 3 months ago

GIMP had the migration to GTK 3.0 (which is already outdated and replaced by 4.0) recently. It modernised a lot of things but didn't change the UX fundamentally.

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PrinzKasper 2 points 3 months ago

The FOSS space is unfortunately greatly lacking in skilled UX designers, and major reworks to long standing existing projects are always a gigantic undertaking that require a coordinated effort that can't just be banged out by one very motivated dev, so it rarely happens.

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Jankatarch 61 points 3 months ago

I love that as godot grows, unity shrinks.

2023 chart had godot half as much, it seems to take up unity's losses

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umbrella 38 points 3 months ago
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Flatfire 25 points 3 months ago

It helps that it's also a good engine. Unity dominated not just due to familiarity, but because for a long time it was just plain accessible and feature rich.

Godot and Blender are two applications that have been on a very long journey to build not just advanced features but also something that's intuitive to use. The advancements in UX are the single strongest thing there is in replacing long-standing creative tools.

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umbrella 10 points 3 months ago
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M137 6 points 3 months ago

The recent redesign made a big jump for that. It went from and ugly and user hostile experience to something that actually feels ok after some learning. It definitely has a ways to go but it's so much better than before.

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Carrot 2 points 3 months ago

Yeah. I'm a hobbyist game dev who's used Unreal, Unity and Godot for projects in the past. I'm a software engineer by trade and am familiar with C++, C#, and GDScript. While the other engines out perform Godot, I find that I simply enjoy using Godot more than the others. I find myself happier when making games in Godot versus the other two. With that in mind, it makes perfect sense that it gets used more in game jams than the others, those are supposed to be fun

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vane 57 points 3 months ago

Open source always win.

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Eldritch 18 points 3 months ago

Eventually. It's a long slow arc. But there's definitely a history of it. From its Inception the modern smartphone has been built almost exclusively on top of Linux or BSD. Even if proprietary presentation layers above it don't always make it perfectly clear. Similar can be said for any modern gaming console or hand held. With the exception of Microsoft's products.

Most of the modern internet, your home consumer router and maybe even some of your appliances. Built on open source code. And finally, many are switching to own their PC again. There isn't a lot of hype or fan fair publicly. But open source has been quietly putting in the work and showing up for decades.

Realistically, we're actually just returning to a pre Microsoft state. Granted before the explosion of the personal computer most computers were massive devices an individual couldn't own. And there wasn't a lot of money to be made in selling the software itself. So there was a lot of collaboration and sharing. Even if proprietary layers were built on top. The base was vital. We're finally getting back there.

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FizzyOrange 4 points 3 months ago

Nonsense. I am an open source fan, but I also call it like it is. There are plenty of domains where closed source is still state of the art and open source options are at best inferior, sometimes laughably so. For example

  • CAD/CAM
  • Hardware design: simulation, formal verification, etc.
  • Video editing (Blender's video sequence editor is so close to being good, but still has basic bugs unfortunately - hopefully in a few years I can take this off the list)
  • Audio production, like Fruity Loops.
  • Office software. Sorry but OpenOffice is still not a patch on MS Office. Last time I tried to use it for a presentation it literally reordered my bullet points. Absolutely bizarre bug.

And there's a whole host of highly domain specific software that open source will never replace because it's too niche, e.g. Simulink. I once worked on commercial software that solved for elastic wave modes in pipes. Good luck finding open source software to do that.

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vane 6 points 3 months ago
  • I use FreeCAD and OpenSCAD when you can write code instead of draw.
  • Hardware design software is complicated because of hardware patents. For simulation there is Octave, scilab, sympy, einsteinpy and other python projects.
  • For video there is openshot.
  • For audio production there is Sonic Pi, strudel, where you write music by writing code. There is also audacity and fluidsynth. The problem is with VST plugins but it's also problem of standard because VST was created by Steinberg. There is no single software so you need to juggle.
  • For office there are alternatives like OnlyOffice and fork Euro Office, I've seen at least one more office packet from India.

Opensource software have no budget and no money, not to mention marketing budget, people make it to use it and share not to sell it. When company dies you end up with no software if it's cloud based or some installer on deprecated operating system. With opensource you can always take the source code and port it to new OS. One opensource project dies, some other is building on it's ashes. You can't kill it as long as at least one person use it and develops it.

For ex. elastive wave mode solver if you mean dispersion calculator you can load matlab files to Gnu Octave or look up some specific waves by typing above projects I mentioned with github in search.

Of course it's much harder than just type to google what you want and pay money to company that have marketing division and worked out SEO to be first on list. Especially if you have business income that backs it up and limited time, just pay to get it done. It's obvious choice. I assume people are sane. But you can pretty much find all the scientific equivalents on univeristy websites or on github if you really put some effort. It won't be perfect because there was no support that someone paid to solve specific business use case but if you contribute to opensource it will improve and if not you over time someone will do it.

Like someone mentioned the process is much slower but eventually it will always win because it's not so much tied to money.

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FizzyOrange 4 points 3 months ago

FreeCAD

FreeCAD is actually pretty good finally to be fair. Still not as good as Solidworks, but definitely usable. I dunno about its CAM capabilities though.

OpenSCAD

Yeah useful if you are making gears, pulleys, fasteners, art etc. Otherwise no. You're not going to design a fork lift or motorcycle with OpenSCAD.

For simulation there is Octave, scilab, sympy, einsteinpy and other python projects.

I meant SystemVerilog simulation - Questa, Xcelium, VCS, Verilator. Verilator is the only open source option and while it is useful it is very far behind the commercial offerings in many ways.

openshot

Unusuable last time I tried. Blender's VSE is still better even though it is buggy.

Opensource software have no budget and no money ... With opensource you can ... You can’t kill it

I wasn't arguing the merits or flaws of open source. Also just because you can always take the source code and fork it blah blah blah doesn't mean that actually happens. There are plenty of great open source projects that died because nobody did that. I'm saddest about Dia, which was a really great diagramming tool that is long dead. The modern replacement is Draw.io but that's no longer open source and has some annoying flaws (e.g. you can't export rich text to SVG).

Maybe I should use AI to modernise Dia or something. It's not too bad at that sort of thing.

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PotMetPetunias 2 points 3 months ago path: 0 24983446 24988235 24990678 25002464, hotness: undefined, score: 2, children: 1
vane 2 points 3 months ago

ah yes there is also zrythm and gaida

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lyrial 2 points 3 months ago
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vane 0 points 3 months ago

Sorry Sir I'm not really into who have bigger dick conversation.

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ProdigalFrog 1 point 3 months ago

Openshot has always been very crash prone for me. Kdenlive is currently the best FLOSS video editor, IMO.

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codexarcanum 6 points 3 months ago

I actually think AI development is going to close a lot of these gaps faster than people think.

And I think the options for audio and office are pretty decent, LibreOffice definitely does all that I need and there's a healthy community of musicians and audio enthusiasts building things in Linux.

Hardware design and CAD have the additional blockers that they require physical manufacturing and open source hardware has a long, long ways to go. Without an ability to actually produce the physical goods, open source software doesn't go anywhere. Kind of a bootstrapping problem.

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Axolotl_cpp 3 points 3 months ago

OpenOffice is dead since Apache owns it, you should look in to OnlyOffice or LibreOffice instead

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FizzyOrange 1 point 3 months ago

LibreOffice is just a fork of OpenOffice. I believe I was actually using LibreOffice.

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Axolotl_cpp 1 point 3 months ago

LibreOffice is just a fork of OpenOffice

Yeah, but it has been forked in 2010 and Open Office final release was in 2011, there are like 15 years of updates

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Grass 2 points 3 months ago

people use fruity loops after mid 90s kid highschool era?

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boonhet 2 points 3 months ago

Yes, lots of aspiring electronic music artists do as it seems. Know someone who got an offer from a major label in their genre and FL Studio was one of the tools used to produce those demo tracks IIRC.

It's attractive because it's a single purchase rather than a subscription. Of course us mid 90s kids in highschool just pirated it lol

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raptor85 2 points 3 months ago

@FizzyOrange @vane randomly re-ordered your bullet points? as someone who has to use the latest MS office on my work computer that sounds like they nailed acting like MS office to me.....word does that ALL the time when I'm trying to review documents, lol

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unexposedhazard 43 points 3 months ago

Hell yeeeah. Love to see godot get the love it deserves.

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AwesomeLowlander 35 points 3 months ago

I'm amazed at how many people are still using unity.

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FizzyOrange 3 points 3 months ago

Not a game dev but doesn't it currently have a vastly better asset ecosystem?

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AwesomeLowlander 6 points 3 months ago

Yes, but the company maintaining it was about as unhinged and user hostile as the tesseract dev. Prior to that they would probably have had 80+% of the share.

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FizzyOrange 1 point 3 months ago

Yeah I'm not saying I would use Unity - just that it's not hard to see why other people would.

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AwesomeLowlander 4 points 3 months ago

Personally I think the threat of a company retroactively declaring I owe them a percentage of my gross income beats out any convenience.

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MrRandom 1 point 3 months ago

can't use asset economy when you have a unique art style. /s

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Buddahriffic 1 point 3 months ago

That's something I've wondered about when seeing game asset packs on humble bundle, if you buy the license to use the assets, can you use them with a different engine? They usually say Unity or Unreal on it, but I've never been sure if that just meant they are packaged for that engine or you can only use them with that engine, even if you convert the data or write/get an importer for another engine or your own custom one.

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DupaCycki 23 points 3 months ago

Long live open source game engines. Death to Unreal and Unity.

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Fafa 19 points 3 months ago

Yeah! It was a blast. We also used godot. Such a great engine!

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jupiter 19 points 3 months ago

I, for one, welcome our new robot overlord!

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psycotica0 14 points 3 months ago

I love Godot, and this is great, but it's also probably inflated a bit because game jams are a great time to try things. New code, short time frame, low commitment.

That's not to say that it doesn't count, it totally does, and it's not to say that it's not great advertising, and some people were likely impressed and will start using it in their day jobs. But it isn't necessarily representative of the industry, even the indie industry. For some people it will unfortunately have been a summer fling...

But I bet in a few weeks there'll be a ton of videos called like "I used this FREE engine and you wouldn't believe what I thought!!!" 😛

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yakko 9 points 3 months ago

The thumbnail: 😯👉

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psycotica0 5 points 3 months ago

↘️⬇️↙️

➡️⭕⬅️

↗️⬆️↖️

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teawrecks 14 points 3 months ago

It's so cool to see indie devs kick unity to the curb so quickly.

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chunes 10 points 3 months ago

Did they post a breakdown of 'other?' I'm curious how popular Love2D was.

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Flatfire 6 points 3 months ago

This was apparently based on fields filled out during game submission. "Other" was just a selectable option among common engines, so there's no specific data to look through. I imagine it might be hard to parse every text response that might type the name of the engine used ever so slightly, but it would be nice data to have.

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Feyter 10 points 3 months ago

Now they just need to switch colors in the graph :)

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Kolanaki 10 points 3 months ago

I have an idea to make a purposely shitty 90s live action digitized FMV point and click adventure game with an ugly UI, poor aliasing, and cheesy dialogue. I know Unreal and Unity enough to do this; but maybe I should fuck around with Godot. I have only heard about it for 2D games, so this should be workable.

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AdrianTheFrog 2 points 3 months ago

Godot 2d and 3d are both very polished, and 3d has a lot of support for retro stuff as well like vertex shading or nearest filtering for textures

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MonkeMischief 1 point 3 months ago

Godot's 2D support is a pixel-perfect first-class citizen. None of that "fake 2D in a 3D engine" stuff. (Although you could if you wanted!)

The only hiccups I foresee is videos in Godot tend to need to be kinda just right as far as file formatting and stuff... I think most of this is codec related.

But hey, once you figure out a workflow / pipeline to make those videos, you'd have it down. :)

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Gonzako 1 point 3 months ago

Oh, yeah, totally doable. Godot's 2d is amazing

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Alaknar 8 points 3 months ago

For someone who's never done any programming in their lives, but knows a bit about PowerShell and Bash/Command Line scripting - how difficult is Godot to get into, just for some unserious playing around?

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MonkeMischief 4 points 3 months ago

GDQuest has this awesome little intro course / program they coded in Godot itself which is pretty rad.

https://gdquest.itch.io/learn-godot-gdscript

(Fun trivia: the Godot editor itself...is a Godot program. 🤯)

Give it a shot and see what you think! :)

Also of note: KidsCanCode and GameDev.tv are fantastic for beginners as well.

I'm still quite the awkward newblet with coding, but I've been taking GDQuest's "From Zero" courses and they're awesome. They've had a huge hand in shaping the current engine documentation and stuff too.

Hope that helps you get started a bit more confidently! :)

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derpgon 3 points 3 months ago

I love when something is technically written in itself. Look at GCC (C compilator) - it is written in itself (although it was written in Assembly in the beginning). It just feels like a great feedback loop.

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vrighter 3 points 3 months ago

it's called bootstrapping. I agree it's a very interesting concept

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ericwdhs 4 points 3 months ago

I've not actually used Godot, but I've been following it for a while, and I think you should give it a go, especially for just "unserious playing around." It's widely regarded as beginner-friendly (as far as gamedev tools go), and yeah, while some people absolutely do not have the analytical mind you really should have for working with anything involving programming, you being in a position to do any scripting at all sounds like you're at least most of the way there.

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AdrianTheFrog 6 points 3 months ago

As someone who came into godot with programming knowledge, the whole signals thing was probably what took the longest to get used to, but now that I understand it it seems very simple. For code, the godot documentation is both accessible on the web and built into the engine, and it's generally very thorough.

Here's an intro guide to programming in godot that I wrote a little while ago:

expand
# If you don’t know how to do something, google it!

# to write a comment, type a hashtag

# lines are executed in sequence

# words typed are variables, and can be assigned by typing "var" and then its name

# GDScript uses the word "var", but leave out "var" in python

var x = 1

var number = 5

# display the value a variable holds

print(number)

# you can do math, with +,-,*,/,% (modulus), ** (exponentiation), sqrt(), etc

print(number / 2)

# variables can be reassigned, by setting them equal to something else

# variables that store numbers can be used as a number

number = 2 / x

number = number - 4

# operations such as the one directly above can be simplified:

number -= 4 #this does the same thing

# variables can also hold:

# true/false (aka Booleans)

var thing = false

# words, etc (aka Strings), surround in quotes

thing = "Hi, I'm Adrian"

# lists of other data types

thing = [number, False, "Hi, I'm Adrian", 52.67]

# access elements of a list by using []

# the first element in a list is element 0

print(thing[1]) # will print False

# you can reassign list elements

thing[1] = True

print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67]

# you can add elements onto lists with __.append(), remove with __.pop()

thing.append(3.4)

print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67, 3.4]

thing.pop(2)

print(thing) # will print [-6, true, 52.67, 3.4]

# similarly to how we can do math, we can also evaluate logic (conditionals)

# 'and' will return true only if both inputs are true

# 'or' will return true if either or both inputs are true

var bool1 = false

# remember, thing[2] is now 52.67

# here, thing[2] < 4 is false and bool1 is false

print(thing[2] < 4 or bool1) # will print false as both sides are false

# to compare any data types, you can use == (equal to), != (not equal to)

# to compare numbers, you can use <, >, <= (less than or equal to), >=

# you can also use the words 'or', 'not', 'and'

print(thing[2] != 3 and not bool1) # will print true

# 'If' statements will run code inside of them if they receive the value true

# lines of code inside of the if statement will be indented one level

# you can use the words if, else, elif (else if)

# you can use conditionals here:

if true: 

    print("is true")

#will print "is true"

if thing[2] == 2: 

    print(thing)

    print("as thing[2] == 2, we will not evaluate the rest of the if statement")

elif bool1: # is equivalent to writing "elif bool1 == True"

    print("bool1 is true")

else:

    print("bool1 is not true")

#will print "bool1 is not true"

# Loops operate over ranges and lists (aka iterables)

# ranges work with the format range(stop), range(start,stop), or range(start,stop,step)

# ranges start at 0 and step by 1 by default

for i in range(1,11): 

    print(i)

# will print 1,2,3,4,5,6,7,8,9,10 (stops before 'stop' number)

# lists are also 'iterables'

for i in [1,5,2]: 

    print(i * 2)

# will print 2,10,4

# inside of the for loop, we can access this new variable I have called 'item'

for item in thing: 

    print(item)

# will print -6, true, 52.67, 3.4

# functions allow you to simplify code and remove re-used elements

# you can put multiple things inside of the function's parenthesis,

# which can be used as variables by code inside of your function

# use "func" in GDScript, and "def" in Python

func repeated_sqrt(value, times):

    for i in range(times): #will start at 0 and go up to times - 1

        value = sqrt(value)

    return value

# return will immediately exit out of the function,

# and give this value to wherever the function was called

# this function can be used as below:

print(repeated_sqrt(5.2,3)) # will print sqrt(sqrt(sqrt(5.2)))

var number1 = 1

print(repeated_sqrt(thing[2],number1)) # will print sqrt(52.67)

number += repeated_sqrt(thing[2],2) + 1

# will increase number by sqrt(sqrt(52.67)) + 1

# function returns don't need to be used

func printvalue(value):

    print(value)

    return "hello"

printvalue(2) #will print 2

print(printvalue(3)) #will print 3,hello
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ZoidbergForPresident 1 point 3 months ago path: 0 24999176 25000192 25006529 25007347, hotness: undefined, score: 1, children: 2
AdrianTheFrog 1 point 3 months ago

Signals become a little more annoying once you need to connect them between scenes (getting node references between scenes is confusing at first, and it also means you need to connect them through code instead of the UI), but yea it's not that bad once I got used to it

For getting node references the access as unique name thing doesn't really work between scenes, which makes it not particularly useful most of the time

I didn't really have much formal education on OOP and other programming paradigms

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Lampadaire_raclette 4 points 3 months ago

Its pretty chill. There is a good load of tutorial online and gdScript is beginer friendly.

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Canconda 2 points 3 months ago

Do you need a good computer?

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AdrianTheFrog 4 points 3 months ago

As long as you keep the graphics settings low and the code you write light

I did a lot of development in godot on a chromebook with a celeron processor from 2017 (including some 3d stuff)

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Canconda 2 points 3 months ago

Cool. Yea I don't know what kind of game I wanna make, but the idea of playing around with a popular engine sounds fun.

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enkille 2 points 3 months ago

nope, it can technically run on an android tablet

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Canconda 2 points 3 months ago

That is cool!

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7toed 6 points 3 months ago

God damn kicking me for the project I started (as everyone has) that I would love to finish but never have time to

If it weren't for Godot I would've never even tried

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Mangoholic 4 points 3 months ago

I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.

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ericwdhs 6 points 3 months ago

Obviously I don't know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that's still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.

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MonkeMischief 1 point 3 months ago

Maybe OP in this thread really does need that sweet Unreal graphics and VFX firepower. Indeed, a lot of people use Unreal just for rendering out 3D projects!

But I can't help but laugh at all these aspiring indies in my camp, who are learning, haven't released anything, etc...clamoring about "But the GRAPHIC CAPABILITIES THO."

Like, are you and a few pals gonna release something to rival Naughty Dog or Treyarch or Rockstar's very best work? 'Kay, MIGHT have a point.

Otherwise, Godot is more than fine, and casual observers really really don't give it enough credit for how well it handles 3D.

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Mangoholic 2 points 3 months ago

Its really not about the graphics, but the workflow and flexibility of the tools. Niagara is so well done compared to the Frankenstein approach you have to build godot vfx with.

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MonkeMischief 1 point 3 months ago

Fair! I haven't specifically dealt with VFX yet, but I have no problem taking your word for it.

I was more trying to counter this weirdly persistent myth from bygone days that Godot's 3D capabilities are somehow jank and underbaked, just because maybe in terms of raw, niche benchmarks, it isn't a 1:1 rival to Unreal's Nanite or something.

It's as if garage/bedroom-studio indies are worried they'll invest effort into the engine and scripting language and make a great fantastic game except...!

Their incredible AAAA (unoptimized) Blender artwork they made all by themselves won't import or render properly so the whole thing will be a wash. Lol

I'm sure workflow could always be improved, but indies should absolutely not be scared to use Godot for 3D projects. :p

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KingThrillgore 1 point 3 months ago

The lack of native FBX support is a serious setback, and it will never be as good as Unreal. I think the glTF pipeline will get better.

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architect 4 points 3 months ago

Oh yea I’m using it, too.

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trslim 4 points 3 months ago

i use godot! ive only ever made one game public on it, but its fun to use!

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Baguette 3 points 3 months ago

How good is godot at 3d now? Last I remember they were adding some new features to help with that end but I have been out of the loop for a hot minute

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ProdigalFrog 4 points 3 months ago

From what I know, it's still not great for giant open-world Skyrim type games, but it's quite respectable otherwise. You may want to take a look at the 2025 showcase, as well as Road to Vostok to see what it's capable of.

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krow 3 points 3 months ago

depends how good youre wanting it to be, I mostly use it for 3D projects and haven't really had any issues

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AdrianTheFrog 2 points 3 months ago

It's pretty good as long as you're not targeting high end visuals. Medium end is fine most of the time. With the Nvidia branch you can do high end with ray tracing, and people are currently working on getting more ray tracing features in the main engine.

The ssao and ssgi is still kinda terrible but there's a PR open right now to improve it

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Metype 1 point 3 months ago

I've been building a 3D game in Godot for the better part of 2.5 years now. Maybe it's that I never really got into Unity beforehand in spite of my efforts, but I find Godot way easier to work with, and I'm able to pretty quickly create things. It feels nice to work with and, while my game's art style was never meant to be super realistic or anything, it looks good visually with not much effort tweaking the WorldEnvironment.

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lucastucious 1 point 3 months ago

@Baguette animations side is still. Lacking. But it's promisiing

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AdrianTheFrog 1 point 3 months ago

It's been getting better. They just got a completely new IK system I think.

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Abyssian 1 point 3 months ago

Gay Midget Tamer Karate Game Jam? That's one of my top 10 most okayest Game Jams.

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trem 2 points 3 months ago

It's this game jam: https://gamemakerstoolkit.com/jam/

What's perhaps not as obvious from that page, though, is that Game Maker's Toolkit is primarily a YouTube channel, which just organizes these game jams as a side thing.

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Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

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