Games made in godot7/13/2023 There are loads of free Godot tutorials and other courses out there. I hope there will be a proper replacement some day of the BGE as “interactive mode”.Do you want to learn to make games, but you don’t know where to start? I have seen that things that are < 300 lines of code in BGE/Python (running near real-time and looking great) need 10x as much in other environments with an extensive overhead. Physics: Collisions, Raycasts, Forces, Torque, constraints - all coming out of the box. Having integrated Python support with NumPy and all the goodies available in the Python World. Python: Straight workflow, no compilation. For UE4, Unity and Godot, you have to teach a person a modelling tool and a game engine which will end up in a huge loss of time and will not gonna work. No remembering/searching of API/syntax, no typos, no compiler setups.įull Integration: It’s fully integrated in Blender, which makes onboarding of new (non-computer graphics) people easier. Logic Bricks: Yes, they can be hard to debug sometimes - but for simple things (if Keyboard pressed then Do XY) the time from idea to implementation is literally just a few seconds. Coming from an engineering background here is what I always liked about the BGE: ![]() As the BGE is now discontinued unfortunately, I am looking for alternatives now and then but found none of the straightforward ones fitting to my needs. Right, now try iterate on an asset or animation. If you don’t, the re-import will fail and the resulting scene will be corrupt (objects in the wrong place with meshes from the old scene etc. Here’s a fun one: If you change/export an asset, you have to close any scenes it’s open in before you let godot reimport it. Minor annoyances are find when you’re working with software in your free time as a hobby, but if you’re working with it 40 hours a week, they all add up to be a real pain. Oh, there’s nothing show stopping, there’s just a sufficient quantity of little things to make working with it unpleasant. I’ve had a look through the binding code, and there’s nothing wrong as far as I can see. BGE is based on bullet 2.8 or so, and Godot is pretty close to current master (3.something). I suspect it’s as simple as the version of Bullet. I’m not fully sure where the difference in physics engine comes from. (which shouldn’t be a problem, in BGE I’ve run up to 12 on fairly complex scenes) Also yes, this is a very physics-heavy project, and we’re running 4x physics substeps. ![]() The weird thing is that the physics runs way faster if you don’t launch from the editor! Like 20FPS -> 60FPS difference. We tracked master all the way up till 3.1 release, and then froze it there. But with Godot, the closer we come to release, the more and more issues we encounter with the engine itself. My motto with BGE was that most games never hit release due to developers losing motivation or lacking skills - most of the time not to do with the engine directly. We’ve hit significant issues with just about every part of the engine. If you can’t tell, I’m quite tired of working with Godot.
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