• nyoooom
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    1259 months ago

    I feel like that’s not how you measure a game engine usage, the large majority probably don’t install Godot via Steam, just looking at the numbers it’s a very small sample which might not represent game devs in general

      • @[email protected]
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        179 months ago

        Eh, I feel like the sampling is clearly biased toward those who would install a game engine through a service that auto-updates it. (Novices and hobbyists.)

        • @[email protected]
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          159 months ago

          And - thats exactly what that means…? An uptake in GODOT usage would mean novices and newbies are trying it out. Every new user is a newbie.

          • @[email protected]
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            19 months ago

            Sure but it doesn’t really reflect the studios switching to Godot. I think they are likely switching to unreal.

            • @[email protected]
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              29 months ago

              Of course it doesn’t, it’s a number that days how many people are running the app, that’s it.

              • @[email protected]
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                09 months ago

                Yup just pointing that out because some folks aren’t seeing that. Not everything is an argument.

      • Cethin
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        79 months ago

        For sure an uptick, but who knows by how much? I agree this is useful for showing something, but it’s hard to know what really from this alone.

        • @[email protected]
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          59 months ago

          I imagine, Godot doesn’t collect usage data on its own. So, this is likely the best data there is…

      • alternative_factor
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        239 months ago

        It might mean something though, FFXIV is a classic example of a game that almost nobody plays on Steam, but its Steam charts line up somewhat well with the game’s increasing popularity especially with Shadowbringers and Endwalker. Of course you have to look at actual data to back that up, but soemtimes it can show trends.

  • Einar
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    9 months ago

    TIL Godot is on Steam. Huh, will you look at that.

  • @[email protected]
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    529 months ago

    Does godot support 3D? If so does it support PBR materials? Does it support installing 3rd party plugins like HAVOK? Literately the only things i need.

    • @[email protected]
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      189 months ago

      It support 3D, but I think Vulkan is in Godot 4. I’m not sure how mature it’s. In Godot 3, it only support OpenGL.

      • @[email protected]
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        -19 months ago

        Tbh that’s a pretty horrible example. It was a rushed product full of graphical glitches, including rapidly flashing lights. This is true especially on the switch. Idk if it’s improved since launch but shit was rough early on.

    • cynetri (he/any)
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      169 months ago
      1. Yes, not a great as Unity but it’s still pretty good especially after they switched to Vulkan over OpenGL. VR performance still could use some work though.
      2. Yes, PBR materials are fully supported. Actually one of the earlier things in 3D that was implemented, and then imoroved
      3. Yes, now I don’t know if HAVOK has a Godot plugin but there is a Jolt physics plugin that’s designed to be plug-and-play, with a few exceptions (it doesn’t suppory soft bodies afaik)
      • @[email protected]
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        9 months ago

        Already have experience with it mostly. It’s what I used and what I’m use to when it comes to physics engines

      • @[email protected]
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        299 months ago

        Oh yeah for Windows and mac os that makes sense. The problem doesn’t exist om linux with package managers :3

        • @[email protected]
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          29 months ago

          I’m all for Linux, I use it literally every day between my Steam Deck and remote dev machine at work, but updating software on Windows and MacOS isn’t hard, and I have no clue why the Linux crowd pretends it is. You could complain about forced updates on Windows, or MacOS having two different applications folders for Lord knows why, or literally anything else that is wrong with either of them, but ease of program updates isn’t a problem for Windows or MacOS.

          • @[email protected]
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            69 months ago

            Having a million different updater services instead of one is very annoying and even slows down boot

    • @[email protected]
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      219 months ago

      I suppose it’s the easiest way to try it out.

      I wouldn’t use it long-term, because you don’t want Godot to update without you knowing, if there’s something that needs to be changed due to an update. I bet a few people noticed the update from 3.x to 4.x…

      I’ve read it also doesn’t come with the C# support, so that’s one reason not to use Steam for it if you’re interested in testing that side.

    • @[email protected]
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      209 months ago

      If you’re on Windows, it’s an easy way to auto-update. If you’re on Linux, there is no need for that.

    • @[email protected]
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      69 months ago

      I use it on steam, for this exact purpose. So it shows in using it. The more people are using it, the more people get aware of it.

      If all these people downloaded it directly and not from steam, this post wouldn’t exist :)

      Auto updates is interesting, didn’t even consider it, but it can be both a pro and a con I guess…

    • dumdum666
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      29 months ago

      Well - you probably don’t have to download any updates yourself when using Steam.

  • @WindowsEnjoyer
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    389 months ago

    Just like Linux is default standard for servers, I wish Godot would become a future’s stardard of game engine.

    Just like hudreds of corpos and many independent individuals commit patches to Linux kernel, I wish the same happens with Godot.

    • @[email protected]
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      79 months ago

      Now that you mention it it’s kinda weird it isn’t. When our phones, servers, infrastructure, social networks, chat apps and even AI are all open source why are games all still built on proprietary software?

    • @[email protected]
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      79 months ago

      GPL forces modifications to be best put upstream. Godot is MIT, which usually doesn’t get the same effect

  • @[email protected]
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    299 months ago

    I love seeing more people getting into Godot! It’s such a nice game engine with a fun learning curve and the scripting language is mostly hassle free.

    • @[email protected]
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      49 months ago

      the scripting language is mostly hassle free.

      Is there a reason Godot has it’s own language for scripting and doesn’t use a common language like unity (C#) and unreal (C++)?

      • @[email protected]
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        9 months ago

        Here is their reasoning, basically summarized as “it’s easier to get everything for games into a new language than bolting it onto an existing language”. I also recall seeing a blog post where they said their initial implementation of GDScrip took fewer lines of code than embedding Lua did.

        Note Godot does officially support C# and C++, and there is unofficial support for other languages too. But they commonly recommend GDScript for beginners.

  • kamen
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    279 months ago

    … and I assume that’s just the instances installed through Steam.

    • Captain Aggravated
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      889 months ago

      The free, open source game engine everyone should have been using and contributing to this whole time but noooOOOooo.

    • @[email protected]
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      389 months ago

      It’s an open source game engine. People tend to consider it as a replacement for Unity when it come to 2D game development.

      • voxel
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        9 months ago

        hey it’s 3d is pretty decent too!
        you won’t be making aaa games with it anytime soon but it’s really good for 99% of tasks

        • 🅱🅴🅿🅿🅸
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          49 months ago

          Out of interest, why do you say that it may not be good for AAA games?

          • @[email protected]
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            169 months ago

            Before Godot 4 the 3D engine was pretty far behind, think early 2010 teach. With Godot 4 it got an insane upgrade which puts it in par with Unity as far as I understand (not a unity expert), but still behind Unreal (then again, everything is behind Unreal.)

            Unfortunately it takes multiple years for a 3D game to be developed, so it’ll be a while before we see actual released 3D games with Godot 4.

              • @Sethayy
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                39 months ago

                Not many tools supported out of the box. Its beauty comes in its modularity, so anyone could have always made an add-on - but that takes time and money, what most small devs don’t have (but Sega and Tesla could).

                Then more recently the devs have had time, and so could make these first-party - and very recently much more stable long term funding, so I’d expect these tools to improve rapidly.

                All that being said you could toss a 20 million polygon default cube in UE5 and it’d look/run pretty good

          • Wugmeister
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            29 months ago

            Unity has been the king of portability for a while now. Godot is focused on the PC market.

            • voxel
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              99 months ago

              godot runs everywhere, webgl, webgpu, android, ios, linux, macos, windows, gaem consoles

              • Trantarius
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                79 months ago

                My understanding is that running on game consoles can’t be officially supported, because they can’t integrate the necessary proprietary code into the engine while keeping it open source.

                • @[email protected]
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                  69 months ago

                  They can’t distribute the proprietary bits in with the engine, so you have to work with the Godot team and a publisher which you probably would be doing anyway.

                • voxel
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                  9 months ago

                  yeah plugins are needed, but the engine core is extremely portable

              • Wugmeister
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                39 months ago

                I mean, it’s easier to port a game running on Godot than something written in Assembly. So I’m not shocked to hear that

                But up until Unity decided to stick some TNT up their ass and light it last week, the king of porting was Unity. I’m not saying it’s perfect, but if you’re a tiny indie company who wants to get something on Xbox, PS5, the Switch, PC, and even maybe mobile if the game is tiny, Unity was the engine for you.

                • cynetri (he/any)
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                  89 months ago

                  To be fair, the only reason Godot can’t port to consoles as easily as Unity is for licensing reasons. Console manufacturers don’t want their console build code released as open-source under MIT like Godot is, so that’s all relegated to third-party services/plugins

  • @[email protected]
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    159 months ago

    Unrelated question: is it pronounced go-DOT as in polkadot, or go-DOH, like the actress Gal Gadot?

    • Ategon
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      9 months ago

      Theres no official pronounciation

      The most common ones are guh-dough & go-dough (+ other variations) with the t silent, but the lead developer as well as a bunch of others call it go-dot and some people put the d in the first syllable instead to do things like god-oo

      Q&A with devs talking about it

    • Echo Dot
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      49 months ago

      I think it’s pronounced “God OO”

      Like the play. Although I have no idea why it would be named after the play.

      Also the logo doesn’t really have anything to do with anything. The whole thing is weird.

  • I Cast Fist
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    139 months ago

    While the numbers themselves are just a small fraction of actual usage (as I guess most people using it don’t do it thru steam), it doubled in about a week.

    What would be an “educated” guess of steam/non-steam users ratio? 1:50? 1:100?

  • dumdum666
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    99 months ago

    Awesome- hopefully more money will get put into the development fund as well. It is rather small yet.