The same day that Unity confused all their developers with a new pay per user install revenue model, the team behind the open source Godot Engine just announced their new Godot Development Fund.

  • Truck_kun@beehaw.org
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    1 year ago

    Okay, I never really looked into Godot, so I knew nothing about it.

    Nice to see that it not only supports C++ and C#, offers a python inspired GDScript language, but allows community bindings for other languages. It’s nice to see there are already community bindings for Rust, Python, Javascript, etc.

    • insomniac_lemon@kbin.social
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      1 year ago

      but allows community bindings for other languages.

      The bindings in 3.X were in a really good state even for niche languages, 4.X introduced a new system that threw that out the window as all bindings needed to be redone as a new effort.

      More integration was needed for compiled languages, but it kinda sucks that the language I want to use (that was listed as production-ready for 3.X) still isn’t an option more than half-a-year after 4.0 released (and still only splintered efforts by individuals).

      • Truck_kun@beehaw.org
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        1 year ago

        Well, Godot is getting a lot of press right now.

        Hopefully it leads to not just more people using it, but more developers working on it, improving the ecosystem, and hopefully the bindings as well.

        • insomniac_lemon@kbin.social
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          1 year ago

          Possibly, but the most expected immediate direction (both for new contributors and the existing Godot team) due to the current situation is likely improving (or simply using) C# support over any bindings.

          In my case, people interested in the same language might actually switch over to Unreal instead (as it does have a language-support plugin). That and I think it’s just a tall order to create bindings from scratch especially for 1 person, maybe even a year-long task so kinda sucks the 3.X bindings got broke (still seems odd to me that those devs weren’t/still-aren’t interested in 4.X).

          It’s also possible that even the newer bindings require specific knowledge of Godot’s system (also maybe a bit of C/C++ knowledge) resulting in less people able to understand enough to even start creating bindings.

          I mean I’m sure there will be an ecosystem change (beyond C#) because of this, but it’ll probably have more effect longer-term (if Unity can’t figure out how to dig upwards).