this post was submitted on 27 Jul 2026
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Godot

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[–] trslim@pawb.social 0 points 4 days ago

i use godot! ive only ever made one game public on it, but its fun to use!

[–] chunes@lemmy.world 0 points 4 days ago (1 children)

Did they post a breakdown of 'other?' I'm curious how popular Love2D was.

[–] Flatfire@lemmy.ca 0 points 4 days ago

This was apparently based on fields filled out during game submission. "Other" was just a selectable option among common engines, so there's no specific data to look through. I imagine it might be hard to parse every text response that might type the name of the engine used ever so slightly, but it would be nice data to have.

[–] architect@thelemmy.club 0 points 4 days ago

Oh yea I’m using it, too.

[–] Alaknar@sopuli.xyz 0 points 4 days ago* (last edited 4 days ago) (3 children)

For someone who's never done any programming in their lives, but knows a bit about PowerShell and Bash/Command Line scripting - how difficult is Godot to get into, just for some unserious playing around?

[–] MonkeMischief@lemmy.today 0 points 4 days ago* (last edited 4 days ago) (1 children)

GDQuest has this awesome little intro course / program they coded in Godot itself which is pretty rad.

https://gdquest.itch.io/learn-godot-gdscript

(Fun trivia: the Godot editor itself...is a Godot program. 🤯)

Give it a shot and see what you think! :)

Also of note: KidsCanCode and GameDev.tv are fantastic for beginners as well.

I'm still quite the awkward newblet with coding, but I've been taking GDQuest's "From Zero" courses and they're awesome. They've had a huge hand in shaping the current engine documentation and stuff too.

Hope that helps you get started a bit more confidently! :)

[–] derpgon@programming.dev 0 points 4 days ago (2 children)

I love when something is technically written in itself. Look at GCC (C compilator) - it is written in itself (although it was written in Assembly in the beginning). It just feels like a great feedback loop.

[–] Malgas@beehaw.org 0 points 3 days ago

That's is actually pretty common for programming languages. You first write a minimal compiler in some other language that only implements the features necessary to compile the full version, written in its own language, then you use the full compiler to recompile itself.

[–] vrighter@discuss.tchncs.de 0 points 3 days ago

it's called bootstrapping. I agree it's a very interesting concept

[–] ericwdhs@discuss.online 0 points 4 days ago (1 children)

I've not actually used Godot, but I've been following it for a while, and I think you should give it a go, especially for just "unserious playing around." It's widely regarded as beginner-friendly (as far as gamedev tools go), and yeah, while some people absolutely do not have the analytical mind you really should have for working with anything involving programming, you being in a position to do any scripting at all sounds like you're at least most of the way there.

[–] AdrianTheFrog@lemmy.world 0 points 4 days ago

As someone who came into godot with programming knowledge, the whole signals thing was probably what took the longest to get used to, but now that I understand it it seems very simple. For code, the godot documentation is both accessible on the web and built into the engine, and it's generally very thorough.

Here's an intro guide to programming in godot that I wrote a little while ago:

expand

# If you don’t know how to do something, google it!

# to write a comment, type a hashtag

# lines are executed in sequence

# words typed are variables, and can be assigned by typing "var" and then its name

# GDScript uses the word "var", but leave out "var" in python

var x = 1

var number = 5

# display the value a variable holds

print(number)

# you can do math, with +,-,*,/,% (modulus), ** (exponentiation), sqrt(), etc

print(number / 2)

# variables can be reassigned, by setting them equal to something else

# variables that store numbers can be used as a number

number = 2 / x

number = number - 4

# operations such as the one directly above can be simplified:

number -= 4 #this does the same thing

# variables can also hold:

# true/false (aka Booleans)

var thing = false

# words, etc (aka Strings), surround in quotes

thing = "Hi, I'm Adrian"

# lists of other data types

thing = [number, False, "Hi, I'm Adrian", 52.67]

# access elements of a list by using []

# the first element in a list is element 0

print(thing[1]) # will print False

# you can reassign list elements

thing[1] = True

print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67]

# you can add elements onto lists with __.append(), remove with __.pop()

thing.append(3.4)

print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67, 3.4]

thing.pop(2)

print(thing) # will print [-6, true, 52.67, 3.4]

# similarly to how we can do math, we can also evaluate logic (conditionals)

# 'and' will return true only if both inputs are true

# 'or' will return true if either or both inputs are true

var bool1 = false

# remember, thing[2] is now 52.67

# here, thing[2] < 4 is false and bool1 is false

print(thing[2] < 4 or bool1) # will print false as both sides are false

# to compare any data types, you can use == (equal to), != (not equal to)

# to compare numbers, you can use <, >, <= (less than or equal to), >=

# you can also use the words 'or', 'not', 'and'

print(thing[2] != 3 and not bool1) # will print true

# 'If' statements will run code inside of them if they receive the value true

# lines of code inside of the if statement will be indented one level

# you can use the words if, else, elif (else if)

# you can use conditionals here:

if true: 

    print("is true")

#will print "is true"

if thing[2] == 2: 

    print(thing)

    print("as thing[2] == 2, we will not evaluate the rest of the if statement")

elif bool1: # is equivalent to writing "elif bool1 == True"

    print("bool1 is true")

else:

    print("bool1 is not true")

#will print "bool1 is not true"

# Loops operate over ranges and lists (aka iterables)

# ranges work with the format range(stop), range(start,stop), or range(start,stop,step)

# ranges start at 0 and step by 1 by default

for i in range(1,11): 

    print(i)

# will print 1,2,3,4,5,6,7,8,9,10 (stops before 'stop' number)

# lists are also 'iterables'

for i in [1,5,2]: 

    print(i * 2)

# will print 2,10,4

# inside of the for loop, we can access this new variable I have called 'item'

for item in thing: 

    print(item)

# will print -6, true, 52.67, 3.4

# functions allow you to simplify code and remove re-used elements

# you can put multiple things inside of the function's parenthesis,

# which can be used as variables by code inside of your function

# use "func" in GDScript, and "def" in Python

func repeated_sqrt(value, times):

    for i in range(times): #will start at 0 and go up to times - 1

        value = sqrt(value)

    return value

# return will immediately exit out of the function,

# and give this value to wherever the function was called

# this function can be used as below:

print(repeated_sqrt(5.2,3)) # will print sqrt(sqrt(sqrt(5.2)))

var number1 = 1

print(repeated_sqrt(thing[2],number1)) # will print sqrt(52.67)

number += repeated_sqrt(thing[2],2) + 1

# will increase number by sqrt(sqrt(52.67)) + 1

# function returns don't need to be used

func printvalue(value):

    print(value)

    return "hello"

printvalue(2) #will print 2

print(printvalue(3)) #will print 3,hello

[–] Lampadaire_raclette@jlai.lu 0 points 4 days ago (1 children)

Its pretty chill. There is a good load of tutorial online and gdScript is beginer friendly.

[–] Canconda@lemmy.ca 0 points 4 days ago (2 children)

Do you need a good computer?

[–] AdrianTheFrog@lemmy.world 0 points 4 days ago (1 children)

As long as you keep the graphics settings low and the code you write light

I did a lot of development in godot on a chromebook with a celeron processor from 2017 (including some 3d stuff)

[–] Canconda@lemmy.ca 0 points 4 days ago

Cool. Yea I don't know what kind of game I wanna make, but the idea of playing around with a popular engine sounds fun.

[–] enkille@lemmy.world 0 points 4 days ago (1 children)

nope, it can technically run on an android tablet

[–] Canconda@lemmy.ca 0 points 4 days ago

That is cool!

[–] DupaCycki@lemmy.world 0 points 4 days ago

Long live open source game engines. Death to Unreal and Unity.

[–] Jankatarch@lemmy.world 0 points 4 days ago (1 children)
[–] umbrella@lemmy.ml 0 points 4 days ago* (last edited 4 days ago) (1 children)

damn, they really did fuck all of their goodwill up with the licensing bullshit didn't they?

i'm just glad developers finaly chose a foss engine.

[–] Flatfire@lemmy.ca 0 points 4 days ago (2 children)

It helps that it's also a good engine. Unity dominated not just due to familiarity, but because for a long time it was just plain accessible and feature rich.

Godot and Blender are two applications that have been on a very long journey to build not just advanced features but also something that's intuitive to use. The advancements in UX are the single strongest thing there is in replacing long-standing creative tools.

[–] Carrot@lemmy.today 0 points 3 days ago

Yeah. I'm a hobbyist game dev who's used Unreal, Unity and Godot for projects in the past. I'm a software engineer by trade and am familiar with C++, C#, and GDScript. While the other engines out perform Godot, I find that I simply enjoy using Godot more than the others. I find myself happier when making games in Godot versus the other two. With that in mind, it makes perfect sense that it gets used more in game jams than the others, those are supposed to be fun

[–] umbrella@lemmy.ml 0 points 4 days ago* (last edited 4 days ago) (1 children)

aye. the gimp people are in dear need of some lessons on that!

(plus the manpower to actually do it)

[–] M137@lemmy.today 0 points 3 days ago

The recent redesign made a big jump for that. It went from and ugly and user hostile experience to something that actually feels ok after some learning. It definitely has a ways to go but it's so much better than before.

[–] Mangoholic@lemmy.ml 0 points 4 days ago (1 children)

I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.

[–] ericwdhs@discuss.online 0 points 4 days ago (1 children)

Obviously I don't know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that's still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.

[–] MonkeMischief@lemmy.today 0 points 4 days ago (1 children)

Maybe OP in this thread really does need that sweet Unreal graphics and VFX firepower. Indeed, a lot of people use Unreal just for rendering out 3D projects!

But I can't help but laugh at all these aspiring indies in my camp, who are learning, haven't released anything, etc...clamoring about "But the GRAPHIC CAPABILITIES THO."

Like, are you and a few pals gonna release something to rival Naughty Dog or Treyarch or Rockstar's very best work? 'Kay, MIGHT have a point.

Otherwise, Godot is more than fine, and casual observers really really don't give it enough credit for how well it handles 3D.

[–] Mangoholic@lemmy.ml 0 points 3 days ago

Its really not about the graphics, but the workflow and flexibility of the tools. Niagara is so well done compared to the Frankenstein approach you have to build godot vfx with.

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