Godot: Difference between revisions

From Game Making Tools Wiki
(Visual Scripting category)
(added to Browser category)
 
(2 intermediate revisions by the same user not shown)
Line 3: Line 3:
| release_date = Current
| release_date = Current
| made_by      = [https://github.com/godotengine Open-source]
| made_by      = [https://github.com/godotengine Open-source]
| runs_on      = [[:Category:Linux|Linux]]<br>[[:Category:Mac OS|Mac OS]]<br>[[:Category:Windows|Windows]]
| runs_on      = [[:Category:Browser]]<br>[[:Category:Linux|Linux]]<br>[[:Category:Mac OS|Mac OS]]<br>[[:Category:Windows|Windows]]
| exports_to  = [[:Category:Android Export|Android]]<br>[[:Category:Browser Export|Browser]]<br>[[:Category:iOS Export|iOS]]<br>[[:Category:Linux Export|Linux]]<br>[[:Category:Mac OS Export|Mac OS]]<br>[[:Category:Windows Export|Windows]]
| exports_to  = [[:Category:Android Export|Android]]<br>[[:Category:Browser Export|Browser]]<br>[[:Category:iOS Export|iOS]]<br>[[:Category:Linux Export|Linux]]<br>[[:Category:Mac OS Export|Mac OS]]<br>[[:Category:Windows Export|Windows]]
}}
}}
Line 13: Line 13:
Structurally games are pretty different to Unity. The ''scenes'' are used differently. Instead of having one ''scene'' represent a ''level'', you use a fresh scene for level components. So one scene for a main character, one for a vehicle, etc. Each scene can have multiple things (''nodes'') in them. You then combine these into your level. You can then easily edit these components from within your level or within their own scenes, and they are easily shared through your project. I guess they're kinda an easier to work with equivalent of Unity's ''prefabs''?
Structurally games are pretty different to Unity. The ''scenes'' are used differently. Instead of having one ''scene'' represent a ''level'', you use a fresh scene for level components. So one scene for a main character, one for a vehicle, etc. Each scene can have multiple things (''nodes'') in them. You then combine these into your level. You can then easily edit these components from within your level or within their own scenes, and they are easily shared through your project. I guess they're kinda an easier to work with equivalent of Unity's ''prefabs''?


For scripting there're a few options: a proprietary scripting language called [[#GDScript|GDScript]]—which is very similar to Python, C#, and a visual scripting language.
For scripting there're a few options: a proprietary scripting language called [[#GDScript|GDScript]]—which is very similar to Python, C#, and a {{jargon|Visual Scripting|visual scripting language}}.


==Pronunciation==
==Pronunciation==
Line 49: Line 49:
* [https://github.com/ClementRivaille/godot-simple-sampler Simple Sampler]
* [https://github.com/ClementRivaille/godot-simple-sampler Simple Sampler]
* [https://gist.github.com/QueenOfSquiggles/8f9ec3e866a84bb0893742364e6c6507 Godot 4 Quick Asset Extraction] - Annoucement post / description: https://tech.lgbt/@queenofsquiggles/109491628465084351
* [https://gist.github.com/QueenOfSquiggles/8f9ec3e866a84bb0893742364e6c6507 Godot 4 Quick Asset Extraction] - Annoucement post / description: https://tech.lgbt/@queenofsquiggles/109491628465084351
* [https://github.com/V-Sekai/unidot_importer Unidot Importer] - Tool for important assets from Unity projects. There's another similar tool in development that is yet to be made public, see: https://reddit.com/r/godot/comments/13io0bx/load_unitypackage


===Installing===
===Installing===
Line 80: Line 82:
[[Category:Open-Source]]
[[Category:Open-Source]]
[[Category:Visual Scripting]]
[[Category:Visual Scripting]]
[[Category:Linux]][[Category:Mac OS]][[Category:Windows]]
[[Category:Browser]][[Category:Linux]][[Category:Mac OS]][[Category:Windows]]
[[Category:Android Export]][[Category:Browser Export]][[Category:iOS Export]][[Category:Linux Export]][[Category:Mac OS Export]][[Category:Windows Export]]
[[Category:Android Export]][[Category:Browser Export]][[Category:iOS Export]][[Category:Linux Export]][[Category:Mac OS Export]][[Category:Windows Export]]

Latest revision as of 10:50, 31 May 2023

Release date: Current
Made by: Open-source
Runs on: Category:Browser
Linux
Mac OS
Windows
Exports to: Android
Browser
iOS
Linux
Mac OS
Windows


Godot is a new, now open-source, game engine thing similar to Unreal and Unity, but perhaps less 'professionally' targeted. And a much smaller download and install (~40MB)! It's also free, which includes the ability to export to phones.

NB: Though I really like using Godot, the views of the project leader, Juan Linietsky (AKA: Reduz),
regarding race are incredibly pig-headed, and I don't want to be associated with them.
Here's a comprehensive post on the issue: https://www.glorioustrainwrecks.com/node/12083
rjt (talk)

Structurally games are pretty different to Unity. The scenes are used differently. Instead of having one scene represent a level, you use a fresh scene for level components. So one scene for a main character, one for a vehicle, etc. Each scene can have multiple things (nodes) in them. You then combine these into your level. You can then easily edit these components from within your level or within their own scenes, and they are easily shared through your project. I guess they're kinda an easier to work with equivalent of Unity's prefabs?

For scripting there're a few options: a proprietary scripting language called GDScript—which is very similar to Python, C#, and a visual scripting language.

Pronunciation

In video tutorials everyone seems to place the emphasise on the last syllable, like they're speaking French. I can't help putting it on the first, like English usually does, and like the play Waiting for Godot. rjt (talk) 07:13, 28 July 2017 (EDT)

GDScript

As mentioned, GDScript is very similar Python, with some game-relevant additions.

Syntax Highlighting

You can grab syntax highlighting plug-ins for some popular text editors / IDEs:

Plug-ins


Installing

...

Examples

Games

Software

Other types of software made with Godot.

Links

See Also