Godot Engine Reaches 1.0, First Stable Release
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.
I've been waiting for it...
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/
I had no problem downloading it quuickly yesterday after I saw the story in the firehose. Maybe it doesn't take much to slashdot them?
"Transparent" is a shit show that trades on every stereotype going. A man in drag is NOT a transsexual.
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.
...gis sdrawkcab (usually not responding to ACs; don't bother posting as AC)
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...
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.... 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.
Error 503: Service Unavailable
that says proprietary, closed-source games are 23% more fun to play and have 45% lower IT maintenance costs.
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.
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.
http://www.geoffreylandis.com
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."
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.
I am becoming gerund, destroyer of verbs.
That's deliberate. You have to wait for it.
General Relativity: Space-time tells matter where to go; Matter tells space-time what shape to be.
Except the above mentioned have several problems:
-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 not designed for video games. GCs usually "stop the world" to work, and when they are run incrementally they can leak memory without the user noticing. Even Unity has problems with this with C#.
Why is it so difficult to understand that Godot has created a custom script language to avoid the problems mentioned above, because the "existing languages" everyone suggests are not designed for videogames and real-time?
Is it so important to use an existing language, even at the cost of poorer performance and worse integration?. GDScript also tries to be as similar as possible to Python, to ease the transition.
Torque is shit, Gameplay3d is basic at most, Ogre3d is a renderer not an engine.
Unity and Leadwerks are not opensource.
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 decent multithreading is one such hindrance.
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 by writing everything in both languages and taking extra effort to keep their behavior in manual sync.
Has anyone used the Finnish Urho3D engine? It's odd that it isn't more well known, as the feature list certainly packs a punch.
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.
I am becoming gerund, destroyer of verbs.
This might be interesting for people: Enterprise Agility - Pragmatic or Transformative.
Helping with organizational effectiveness is our job.
Why don't they 1-index then? Are they that stupid?
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, nil is the terminator.
Are they that stupid?
Some people would interpret this question as carrying a hidden assumption that even if a language's design is flawed, a programmer can be just as productive in it as in any other language. If you are not trying to imply that, then yes, programmers are fallible, and a language design can help a programmer produce a correct program more quickly by protecting the programmer from his own mistakes. See, for example, widely cited accusations leveled at PHP. But if you are trying to imply that, then why not just have everybody program in assembly language?
IIRC, this was the earliest Waiting-For-Godot quip in these comments. So, 'redundant' was not applicable at that time.
HSJ$$*&#^!#+++ATH0
NO CARRIER