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Re:Godot 3.3 by stolen_biscuit on Thursday April 22, 2021 @12:04AM (#26898609)
I've had a similar experience. Godot is a fantastic 2D engine, and a capable 3D engine. If your goal is shipping a fully featured 3D game I'd still recommend Unity or Unreal over Godot, unless you're comfortable with it not being an industry leader. For 2D however, I'd recommend Godot above anything.

Godot 4.0 still has a long way to go before it's ready for everyday use fortunately, not even in alpha state yet so I wouldn't judge it too prematurely.

Re:Godot 3.3 by keyle on Thursday April 22, 2021 @01:50AM (#26899184)
To be fair, it's perfectly fine for 3D, such as traditional "isometric" style 3D. It suffers more with the lack of clever culling in first person style cameras, especially near large objects (it renders the whole object, even if 5% of it is seen).
Re:Godot 3.3 by onion2k on Thursday April 22, 2021 @09:46AM (#26902659)
it renders the whole object, even if 5% of it is seen

Do other engines cull parts of objects?

Re:Godot 3.3 by bluefirebrand on Thursday April 22, 2021 @01:14PM (#26905222)
Absolutely. Vertex culling is a long-standing 3D engine optimization.
Re:Godot 3.3 by kayamon on Friday April 23, 2021 @09:37AM (#26914616)
No.
Re:Godot 3.3 by videogreg93 on Thursday April 22, 2021 @06:33PM (#26908949)
Godot 4.0 will include occlusion culling actually, so there's hope.
Re:Godot 3.3 by blensor on Thursday April 22, 2021 @03:51AM (#26900000)
It's also slowly, becoming an alternative for VR development. They even had hand tracking on the Oculus Quest before Unity and UE
Re:Godot 3.3 by extraduder_ire on Thursday April 22, 2021 @10:11AM (#26902968)
> They even had hand tracking on the Oculus Quest before Unity and UE

facebook is a large financial contributor to the godot project. I think they do some dev work too. I get the impression they really want more VR games to exist, and work well on their device, no matter how they get there.

Re:Godot 3.3 by blensor on Thursday April 22, 2021 @12:56PM (#26905006)
Yeah, FB/Oculus has quite the interest in Godot. But at the moment there is no official Quest game made with Godot yet AFAIK. So far we made it into AppLab with VRWorkout, but the store is a completely different story
Re:Godot 3.3 by Buttons840 on Thursday April 22, 2021 @01:51AM (#26899189)
And as mentioned in the article/release, they are serious about maintaining Godot 3 and won't neglect it in favor of 4.
Re:Godot 3.3 by hnick on Thursday April 22, 2021 @06:18AM (#26901007)
The more comments I read in this thread, the more this sounds like Perl 5 and Perl 6.
Re:Godot 3.3 by enragedcacti on Thursday April 22, 2021 @08:37AM (#26902036)
It seems as though this is kind of a common paradigm for game engines. Because the tech and/or best practices move so quickly, trying to lock in full backwards compatibility becomes a burden and thus engine devs fall back to "If you started your game on 3.x then it's probably best to stay there. Your next game can start fresh on 4.x"
Re:Godot 3.3 by bartvk on Friday April 23, 2021 @01:51AM (#26911367)
It'll take some time before you can confidently make that assessment, though. It took ten years for Perl 6 to come out, and then actually it didn't come out as Perl.
Re:Godot 3.3 by Buttons840 on Thursday April 22, 2021 @11:05AM (#26903573)
Why Pearl instead of the dozens of other successful projects that maintain a stable version while working on a new version?
Re:Godot 3.3 by hnick on Thursday April 22, 2021 @08:08PM (#26909616)
Because I worked with Perl and got burned a bit so it came to mind. I understand game engines are different and people build against stable versions for years sometimes.