@@madjunirthey should get a little bit to Heaps, if they’re feeling generous. Been playing around with that one, but I’m not sure how future proof Haxe and heaps are.
I want to see Godot optimize their 3D engine more. I want their 3D engine to keep getting more love to the point where it feels like a legitimate part of the software and not something that was tacked on if you know what I mean. This 4.0 update was a great improvement. Now lets focus on cleaning it up and optimization so that it can run and look good at the same time. No frame-dropping and such.
From what I've seen/tested out of Godot 4, yeah the performance is suboptimal on my hardware compared to other engines on any nice looking 3D scene. And that's just a self contained demo scene, not a full game with a lot of logic and content loading in. I imagine that would be a real slog.
Great news! I'm striving to make successful games, not just for myself, but so that I'll be able to donate more to the fund. As Godot grows, so do we all!
More C# support and integration is what I hope they will work on mainly. I keep my fingers crossed because I have really good expectations with this engine. And of course as soon I finish my first game, currently in development, I will contribute with a percentage of the earnings (if any)
Looks like they'll be hiring more developers and am sure the amount of contributors will increase by a lot (I expect about 35% increase in development speed). The community has also increased by a lot that means also more support. More tutorials. More games and more promotion from the success stories. This has been a good year for Godot 🎉. Can't wait to see what comes in the next years 😊
I agree, I would even say that the effect of the new financing will begin to be more noticeable starting next year, when the new additions are already hired and working at full capacity!
The Godot team should at some point either purchase or make a game and run it as their flagship. Something that is long term akin to fortnite is my guess. This way the engine can be developed based on both the obvious needs that arise within development of that game as well as feedback from users of the editor.
@@Hepsvljn Based on the statement made in this video that Godot while a non-profit does have a revenue goal is why I suggested it. To me the downfall of Unity has been the shift to being an ad-service. Unreal by comparison is a hosting/gaming/development company. So I was thinking they may be onto something since Unity was originally very similar. The founders of Unity were Game Devs making an engine for game devs. Unity changed their model and well... But maybe the current Godot model is the superior one, I don't know.
Despite the funding they have obtained, as far as I know the engine development team is less in number than the ideal total to achieve a high quality engine, let's hope that they continue to receive more and more donations so that the team can expand. Conceiving that they would stop what they are doing to start making a game is simply impossible.
Having used Godot when GDscript was the only supported language, I was exposed to not just the team's ideas about what a scripting language should support, but just how janky their implementations were. I built a couple small projects in it before giving up. It's just... not good. Having C# become a first-class citizen in the Godot ecosystem certainly sounds good, but I can't bring myself to go back, having directly experienced the basis you're working from when you use it. It's poorly conceived, it was poorly implemented, and it's hard to imagine the fundamental quality has significantly improved, even if they're now supporting at least one real programming language.
Hmmm, you offer deterrence, but then again you say you tried Godot before they even had C#, and they added C# in 2017, 6 years ago... So maybe things are quite different now...
I don't know how GDScript was like at the time you mentioned, but today it is a very good scripting language. C# of course is a fantastic language too, but in the latest versions they are adding more and more features to GDScript that are quite interesting.
Godot has a lot of problems and issues especially with its current developers and the main guy Juan who just takes donation money but he doesn’t do any development anymore. Use anything else but godot.
Managing a project of these characteristics does not only involve coding. There are many other related tasks, not counting the work they must be doing at W4 Games, which will finally make being able to export to consoles a reality.
How buggy is godot, and how customizable is it, from the screenshots of it I've seen it reminds me a lot of roblox studio, which I had a terrible experience using, also, how buggy is it, I'm also worried about switching since it's pretty new compared to unity and unreal, and I don't want to run into bugs that aren't my fault and have to use inefficient workarounds. And finally, how stable is godot, will it continue to be updated and have support in the futures, it being so new makes me worried if I start a big project with it, it might die half way through and I'd have to move over to another engine, just like I'm having to do with unity right now.
Godot seems to be pretty stable. And it's gotten a whole lot of support and interest due to Unity shitting the bed. Their 2D engine is great, but I've heard 3D isn't quite up to Unity/Unreal level (it's serviceable though)
I think the simplest answer to this block is Godot is Open Source and is never going to change that. This means that if it has issues now, you don't have to wait for Godot's main dev team to fix it. If you know what you're doing you can just fix it yourself and it might get added to the next update. It also means that as long as people want to update the engine, it will get updates. You want a niche feature? Just add it! For whatever project you plan on making, Godot will have probably greatly improved by the time you're done.
@@precipire1025 99% of users aren't gonna fix bugs themselves, though. I don't really see that as a selling point or a substantial answer to the question. If you're in the small minority that knows C++ enough AND is willing to spend quite some time studying the codebase so that you know to some extent how it works, then you'll fix bugs yourself. But that's not most people.
This is entirely dependent on what you're trying to do. Bugs exist in every software package. The only way to find out is to learn the engine and see if what you want to do is affected by bugs, just like any other engine. Stability wise, it is stable considering the amount of games that use Godot.
I find it frankly difficult, given the open source nature of the project, and the fact that the Godot Foundation acts as a non-profit, I explain it a little more in detail in this video: ua-cam.com/video/6ZOSQsiU0DY/v-deo.html
@@DavidSerranoIOI wouldn't go so far. MIT license can be easily changed to commercial one and it happened with several projects. As an example, ImageSharp (most widely used library for image processing in c#) has recently changed it's license to semi commercial. Edit: generally, the necessary (not sufficient ) conditions are: - a small amount of core contributors doing all work (i.e. not fully distributed model) - no money - project is successful (used by reasonable amounr of people). It's rather rare though and it's unlikely that it will happen to Godot.
Also! Re:Logic, creators of Terraria have donated $200,000, and will donate $1,000 montly! Maybe we should be thanking Unity lol
TRUE! Yes, Unity has certainly been very "generous"...
100k to Godot and the rest to Monogame and FNA.
Then 1k each month.
Re logic is awesome
@@madjunirthey should get a little bit to Heaps, if they’re feeling generous. Been playing around with that one, but I’m not sure how future proof Haxe and heaps are.
They donated 100k for Godot
I want to see Godot optimize their 3D engine more. I want their 3D engine to keep getting more love to the point where it feels like a legitimate part of the software and not something that was tacked on if you know what I mean. This 4.0 update was a great improvement. Now lets focus on cleaning it up and optimization so that it can run and look good at the same time. No frame-dropping and such.
I think the same, a little more stability and power in terms of 3D and Godot will take a big step forward.
They're anyways suggesting to use MultiMeshInstance3D to move even more things to the GPU side
From what I've seen/tested out of Godot 4, yeah the performance is suboptimal on my hardware compared to other engines on any nice looking 3D scene. And that's just a self contained demo scene, not a full game with a lot of logic and content loading in. I imagine that would be a real slog.
@@verendale1789Which demo scene? also what GPU and CPU do you have?
Great news! I'm striving to make successful games, not just for myself, but so that I'll be able to donate more to the fund. As Godot grows, so do we all!
More C# support and integration is what I hope they will work on mainly. I keep my fingers crossed because I have really good expectations with this engine. And of course as soon I finish my first game, currently in development, I will contribute with a percentage of the earnings (if any)
Yes, we need better C# integration, especially for large projects, where GDScript may fall short. Good luck with your game!
Glad you made this informative video, thanks.
You are welcome! 🤗
Looks like they'll be hiring more developers and am sure the amount of contributors will increase by a lot (I expect about 35% increase in development speed).
The community has also increased by a lot that means also more support. More tutorials. More games and more promotion from the success stories.
This has been a good year for Godot 🎉. Can't wait to see what comes in the next years 😊
I agree, I would even say that the effect of the new financing will begin to be more noticeable starting next year, when the new additions are already hired and working at full capacity!
I have lots of faith that engine will be one of the best someday ❤
Me too! I think it's going that way.
The Godot team should at some point either purchase or make a game and run it as their flagship. Something that is long term akin to fortnite is my guess. This way the engine can be developed based on both the obvious needs that arise within development of that game as well as feedback from users of the editor.
@@Hepsvljn Based on the statement made in this video that Godot while a non-profit does have a revenue goal is why I suggested it.
To me the downfall of Unity has been the shift to being an ad-service. Unreal by comparison is a hosting/gaming/development company.
So I was thinking they may be onto something since Unity was originally very similar. The founders of Unity were Game Devs making an engine for game devs. Unity changed their model and well...
But maybe the current Godot model is the superior one, I don't know.
@@Hepsvljn Got it
Despite the funding they have obtained, as far as I know the engine development team is less in number than the ideal total to achieve a high quality engine, let's hope that they continue to receive more and more donations so that the team can expand. Conceiving that they would stop what they are doing to start making a game is simply impossible.
is it true that Re-Logic donated $50K or like 100k To GoDot?
Apparently yes! They say they are going to donate $100K at once, and then $1k per month.
@@DavidSerranoIO Amazing, with that there will be more programmers on the project.
Having used Godot when GDscript was the only supported language, I was exposed to not just the team's ideas about what a scripting language should support, but just how janky their implementations were. I built a couple small projects in it before giving up. It's just... not good.
Having C# become a first-class citizen in the Godot ecosystem certainly sounds good, but I can't bring myself to go back, having directly experienced the basis you're working from when you use it. It's poorly conceived, it was poorly implemented, and it's hard to imagine the fundamental quality has significantly improved, even if they're now supporting at least one real programming language.
Hmmm, you offer deterrence, but then again you say you tried Godot before they even had C#, and they added C# in 2017, 6 years ago... So maybe things are quite different now...
I don't know how GDScript was like at the time you mentioned, but today it is a very good scripting language. C# of course is a fantastic language too, but in the latest versions they are adding more and more features to GDScript that are quite interesting.
things are really different now, as a primarily c# developer, godot is a joy to work with compared to big engines like unity.
I subscribed giving 5 bucks a month! How about you?
Great! The more we are, the more money will be raised.
Godot has a lot of problems and issues especially with its current developers and the main guy Juan who just takes donation money but he doesn’t do any development anymore. Use anything else but godot.
What is your suggession for FOOS?
Managing a project of these characteristics does not only involve coding. There are many other related tasks, not counting the work they must be doing at W4 Games, which will finally make being able to export to consoles a reality.
Considering the cult following Godot has, it's hard to argue that Juan isn't anything but a huge success in leadership.
How buggy is godot, and how customizable is it, from the screenshots of it I've seen it reminds me a lot of roblox studio, which I had a terrible experience using, also, how buggy is it, I'm also worried about switching since it's pretty new compared to unity and unreal, and I don't want to run into bugs that aren't my fault and have to use inefficient workarounds. And finally, how stable is godot, will it continue to be updated and have support in the futures, it being so new makes me worried if I start a big project with it, it might die half way through and I'd have to move over to another engine, just like I'm having to do with unity right now.
go to a forum for that or something lol throwing so many questions for youtube coments.
Godot seems to be pretty stable. And it's gotten a whole lot of support and interest due to Unity shitting the bed. Their 2D engine is great, but I've heard 3D isn't quite up to Unity/Unreal level (it's serviceable though)
I think the simplest answer to this block is Godot is Open Source and is never going to change that. This means that if it has issues now, you don't have to wait for Godot's main dev team to fix it. If you know what you're doing you can just fix it yourself and it might get added to the next update. It also means that as long as people want to update the engine, it will get updates. You want a niche feature? Just add it! For whatever project you plan on making, Godot will have probably greatly improved by the time you're done.
@@precipire1025 99% of users aren't gonna fix bugs themselves, though. I don't really see that as a selling point or a substantial answer to the question. If you're in the small minority that knows C++ enough AND is willing to spend quite some time studying the codebase so that you know to some extent how it works, then you'll fix bugs yourself. But that's not most people.
This is entirely dependent on what you're trying to do. Bugs exist in every software package. The only way to find out is to learn the engine and see if what you want to do is affected by bugs, just like any other engine. Stability wise, it is stable considering the amount of games that use Godot.
well I hope in near decade godot won't become another corporate unity
it's open source, it's just not able to do that
I find it frankly difficult, given the open source nature of the project, and the fact that the Godot Foundation acts as a non-profit, I explain it a little more in detail in this video: ua-cam.com/video/6ZOSQsiU0DY/v-deo.html
@@DavidSerranoIOI wouldn't go so far. MIT license can be easily changed to commercial one and it happened with several projects.
As an example, ImageSharp (most widely used library for image processing in c#) has recently changed it's license to semi commercial.
Edit: generally, the necessary (not sufficient ) conditions are:
- a small amount of core contributors doing all work (i.e. not fully distributed model)
- no money
- project is successful (used by reasonable amounr of people).
It's rather rare though and it's unlikely that it will happen to Godot.