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Programming Games

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.
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Godot Engine Reaches 1.0, First Stable Release

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  • Good (Score:5, Funny)

    by Chrisq ( 894406 ) on Tuesday December 16, 2014 @11:17AM (#48608847)
    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/

  • It's very impressive.
    The Godot website reaches 0.01fps right now.

  • 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?

  • JMonkeyEngine? (Score:4, Interesting)

    by abies ( 607076 ) on Tuesday December 16, 2014 @12:16PM (#48609313)

    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.

    • by goruka ( 1721094 ) on Tuesday December 16, 2014 @12:29PM (#48609427)
      It's fair. Godot is not written in Java.
      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)

      by Shinobi ( 19308 ) on Tuesday December 16, 2014 @01:41PM (#48610049)

      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.

  • by JoeyRox ( 2711699 ) on Tuesday December 16, 2014 @12:49PM (#48609621)
    that says proprietary, closed-source games are 23% more fun to play and have 45% lower IT maintenance costs.
  • by Anonymous Coward

    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."

    • by goruka ( 1721094 )
      I had the "pleasure" to port Torque3D to PSP, so I know it inside out. Torque is (sorry for the strong words) a pile of shit, it has always been a pile of shit and it will always be it.
      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.
    • by Shinobi ( 19308 )

      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.

    • 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.

  • is a lie. It's not the most advanced open source engine (torque engine, gameplay3d, ogre3d, many others). It's not the only game engine with visual tools (jmonkeyengine, torque, unity, leadwerks). Stop trolling trying to get traffic.
    • by goruka ( 1721094 )
      Torque is shit, Gameplay3d is basic at most, Ogre3d is a renderer not an engine.
      Unity and Leadwerks are not opensource.
  • Has anyone used the Finnish Urho3D [github.io] engine? It's odd that it isn't more well known, as the feature list [github.io] certainly packs a punch.

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