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.
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.
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.
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).
Which language?
Nim-lang. Python-esque style but compiled, having performance and high flexibility. Here’s an image with some code in it (non-Godot) (Note: reading from text grid) and here’s an example project (number converter) I made for 3.X (go to /src/ for actual code, main.nim and convert.nim).
Probably lends itself to gamedev (particularly highly tunable yet optional memory management, arc/orc likely what most want).
Note that this likely could have been guessed via this list as C# is obviously not it, Rust and Lua have 4.X bindings, so that only leaves 3 options in the production-ready category (and the other 2 are JS/TS).
Thanks. Very interesting
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.