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Waiting for Godot?

Discussion in 'General Discussion' started by Sslaxx, Feb 9, 2014.

  1. Sslaxx

    Sslaxx

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  2. Amon

    Amon

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    Looks pretty cool. Robust and battle tested like Unity? We'll see if/when they release it.
     
  3. bitcrusher

    bitcrusher

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    Apr 24, 2013
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  4. chrisall76

    chrisall76

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  5. Amon

    Amon

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  6. bitcrusher

    bitcrusher

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    godot is released, enjoy.
     
  7. wccrawford

    wccrawford

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    I wish it used C# instead of having its own language. I'd even accept actual Python, instead of something loosely based on it. *sigh*

    I suppose someone will probably mod the engine to include a real language eventually. Here's hoping it's sooner than later.
     
  8. sphericPrawn

    sphericPrawn

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    Just by the feature list it looks pretty impressive. I like the fact that has native support for exporting to HTML5.
     
  9. kryptopath2

    kryptopath2

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    native html5-export is the main reason for me to try it..
     
  10. kaiyum

    kaiyum

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    Nov 25, 2012
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    gave it a try. some bugs on engine import pipeline. Early stage engine, so it is expected.Anyway, I will give it another shot later.
     
  11. Okam

    Okam

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    Oct 28, 2014
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    Hello everyone!
    Here, in the Okam Team, we believe that free source and indie development are the future of gaming. That's why we have released our in-house engine, GODOT (www.godotengine.org), as open source technology.

    We're currently having a kickstarter for one of our projects and one of our stretch goals is to release the template and tutorials for our adventure games for anyone to use. Help us make this dream come true and help us give back to the community the great things they give us! Here is the Link: https://www.kickstarter.com/projects/942343365/the-interactive-adventures-of-dog-mendonca-and-piz
     
  12. Tomnnn

    Tomnnn

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    I'm a fan of the philosophies involved with GODOT. I'm sure your engine will steal me away in the future when there are more examples to learn from. I'm very glad you've got a linux editor!
     
  13. Xaron

    Xaron

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    It has been released! v1.0 is live.
     
  14. Tomnnn

    Tomnnn

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    And you can type in C++ :D but the documentation isn't very clear on how the functions translate...
     
  15. zendorf

    zendorf

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    It has been progressing quite nicely and while not up to Unity's lofty standards yet, it is very nice to have a fully crossplatform(ie Linux as well!) IDE that is open source and Python based. It will only get better as it attracts more users and devs, and of course it can never get snatched up by a corporation :)
     
  16. Ryiah

    Ryiah

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    The MIT license is a very permissive license that allows someone to sell a product made with the source code without being required to release the source. If they were using a copyleft license your statement would be correct, but as it is you are simply wrong.

    Since they are using the MIT license, someone is capable of buying up the developers of Godot and simply opting not to further release any source code. Source in the wild would obviously remain untouched.

    http://en.wikipedia.org/wiki/Copyleft
    http://programmers.stackexchange.com/questions/255227/meaning-of-mit-license
     
    Last edited: Dec 17, 2014
  17. carking1996

    carking1996

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    This engine look like it'll be pretty decent.
     
  18. kburkhart84

    kburkhart84

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    I see lots of things where it looks like they are trying to be like Unity but better. Due to simple lack of features it falls short of that, which is understandable considering the teams' sizes, etc.. at least what I think they are.

    I'd say one big one that got me is the lack of terrain, and therefore no default shader for terrain. I think it can easily be coded and added, better than Unity's current terrain, but it would take work. Unity has that out of the box. The other feature I didn't see mentioned was an abundance of included shaders like Unity has. Sure, many won't use them, but many will. On the other hand, it is fully free(MIT license). So, it has some features that with Unity are behind a paywall, like the shadows(though I don't know how good they are, with no deferred renderer I could see). The post-process effects it has of course are free too.

    Note that the above statements are based from simply viewing the features, not actually doing any real testing. It looks like a perfectly viable engine for many people, though I think I'd prefer to stick to Unity for the moment considering how slow I believe the newer features will come out. If I'm proven wrong, then maybe it will be more competition for Unity, which is good for us so they are forced to either decrease price, make more features part of Unity free, or simply work at a faster pace.
     
  19. Ryiah

    Ryiah

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    One of the big reasons why Unity is such a good engine is the middle-ware. A price tag of $1,500 may seem expensive to some people, but it is dwarfed by the cost of licensing the middle-ware yourself.
     
    HemiMG and carking1996 like this.
  20. Tomnnn

    Tomnnn

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    It was stated at some point that they are in fact trying to be an open source unity, with linux support. Documentation is their biggest problem now imho. Being open source, features will come sooner or later. The only thing is that it's level of entry is insanely high with the option of using their python-esque scripting language or c++... for which there is zero documentation. We know how to use functions and properties somewhat from the scripting language documentation, but there's nothing on accessing those variables in C/C++ syntax.
     
  21. carking1996

    carking1996

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    I've used it for test games, it's similar to Unity, which is nice. The coding language is nice to use, also, and has some nifty features.
     
  22. Tomnnn

    Tomnnn

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    Are you using their scripting language, or C++? Do you have any links or info on using C++? I wanna know how to use button events without touching their language, if possible.
     
  23. carking1996

    carking1996

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    No, they don't use C++, they use their own Godot language. A vehicle in the engine.

    Code (csharp):
    1.  
    2. extends VehicleBody
    3.  
    4. const STEER_SPEED=1
    5. const STEER_LIMIT=0.4
    6.  
    7. #other variables
    8.  
    9. export var vehicleSpeed = 0
    10. var steer_angle=0
    11. var steer_target=0
    12.  
    13. export var engine_force=40
    14.  
    15. func _fixed_process(delta):
    16.  
    17.     if (Input.is_action_pressed("ui_left")):
    18.         steer_target=-STEER_LIMIT
    19.     elif (Input.is_action_pressed("ui_right")):
    20.         steer_target=STEER_LIMIT
    21.     else:
    22.         steer_target=0
    23.  
    24.     if (Input.is_action_pressed("ui_up")):
    25.         set_engine_force(engine_force)
    26.     else:
    27.         set_engine_force(0)
    28.  
    29.     if (Input.is_action_pressed("ui_down")):
    30.         # set_brake(1)
    31.         set_engine_force(-engine_force)
    32.     else:
    33.         set_brake(0.0)
    34.                                
    35.  
    36.     if (steer_target < steer_angle):
    37.         steer_angle -= STEER_SPEED*delta
    38.         if (steer_target > steer_angle):
    39.             steer_angle=steer_target
    40.     elif (steer_target > steer_angle):
    41.         steer_angle += STEER_SPEED*delta
    42.         if (steer_target < steer_angle):
    43.             steer_angle=steer_target
    44.  
    45.     set_steering(steer_angle)
    46. func _ready():
    47.     # Initalization here
    48.     set_fixed_process(true)
    49.     pass
    50.  
    51.  
     
  24. Tomnnn

    Tomnnn

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    It says on the feature list if you need to, you can use C++. There's just no more information on how...
     
  25. carking1996

    carking1996

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    You can use C++ to modify the engine, as it's open-source.
     
  26. Tomnnn

    Tomnnn

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    Oh, is that all they meant? Damn, oh well. Thanks for clarifying that though. How does godot perform? I'm a little concerned about "everything is a scene" and the scripting language sending messages to other scenes and components in those scenes. Lol sorry to ask you these things, I read through all of the documentation and just couldn't get straight answers on stuff like this.
     
  27. r618

    r618

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  28. Tomnnn

    Tomnnn

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