Godot wants to thank Unity Technologies for it’s generous support
The Humble Bundle sale is also helping.
For those interested: The Complete Godot Software Bundle
It supports Girls Who Code
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
https://en.wikipedia.org/wiki/Sampling_(statistics)
A doubling of usage amongst steam users is probably representative of a large uptake of Godot overall
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.)
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.
Sure but it doesn’t really reflect the studios switching to Godot. I think they are likely switching to unreal.
Of course it doesn’t, it’s a number that days how many people are running the app, that’s it.
Yup just pointing that out because some folks aren’t seeing that. Not everything is an argument.
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.
I imagine, Godot doesn’t collect usage data on its own. So, this is likely the best data there is…
Can confirm. I use Godot and didn’t even know it was on steam
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.
TIL Godot is on Steam. Huh, will you look at that.
What does that even mean? People using gui tools?
Yeah there’s a couple tools like that on steam. Blender is on it too.
Krita, ShareX, Open Canvas is also on Steam.
I just wish you could disable steam features such as overlay or time counting etc, so that you can just use steam as a dumb updater for the program.
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.
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Yes
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Yes
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Yes
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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.
What are some of the best-looking games in Godot?
Sonic Color Ultimate.
yes
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.
- 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.
- Yes, PBR materials are fully supported. Actually one of the earlier things in 3D that was implemented, and then imoroved
- 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)
- Shaders are still GLSL or SPIR-V. Nothing changes in terms of quality.
Not sure why would you use HAVOK instead of Bullet, but yes
Already have experience with it mostly. It’s what I used and what I’m use to when it comes to physics engines
I did not know Godot was on steam. Why would one prefer to use steam instead?
I’m assuming for automatic updates. Just like some people do with Blender.
Oh yeah for Windows and mac os that makes sense. The problem doesn’t exist om linux with package managers :3
winget install --id=GodotEngine.GodotEngine -e
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.
Having a million different updater services instead of one is very annoying and even slows down boot
It’s not that it is hard on Windows, I at least have never seen anyone claiming that, just that it’s annoying having every program self-update or sometimes needing manual updating. A centralized way of updating like you have on Linux is simpler for the end-user, just open the store and update, like smartphones do.
There’s other advantages too, like rolling back or downgrading is easier to do and if an update would break or be buggy and it is caught up before being available to everyone, it can be withheld until fixed.
mac has homebrew!
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.
If you’re on Windows, it’s an easy way to auto-update. If you’re on Linux, there is no need for that.
Dang I’ve been manually updating this entire time… auto updates sounds appealing ngl
Just watch out for breaking changes
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…
Well - you probably don’t have to download any updates yourself when using Steam.
paru -S godot
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.
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?
GPL forces modifications to be best put upstream. Godot is MIT, which usually doesn’t get the same effect
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.
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++)?
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.
What’s GODOT?
The free, open source game engine everyone should have been using and contributing to this whole time but noooOOOooo.
Hahahaha ah ok then.
It’s an open source game engine. People tend to consider it as a replacement for Unity when it come to 2D game development.
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 tasksOut of interest, why do you say that it may not be good for AAA games?
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.
Sonic Colours Ultimate was made before Godot 4 was out but it doesn’t look bad at all.
What exactly put it behind? Bad performance?
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
Unity has been the king of portability for a while now. Godot is focused on the PC market.
godot runs everywhere, webgl, webgpu, android, ios, linux, macos, windows, gaem consoles
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.
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.
yeah plugins are needed, but the engine core is extremely portable
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.
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
Removed by mod
I got that reference.
… and I assume that’s just the instances installed through Steam.
yup, thats steamDB, I do wonder how many devs installed it via DL from the site or other ways
I had no idea you could even get it on Steam
My bud and I have it from a non steam source. So that’s 2 at least.
Unrelated question: is it pronounced go-DOT as in polkadot, or go-DOH, like the actress Gal Gadot?
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
Go-doh, like the coffee lover from ace attorney.
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.
As an ever evolving piece of software, you are always Waiting for Godot.
Go-DOT is how the developers pronounce it tmk
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?
Awesome- hopefully more money will get put into the development fund as well. It is rather small yet.
I forget who and I’m too lazy to search, but a company just announced a recurring $10,000/month donation to Godot. A few others are donating too. So they do have some monetary support!
👍 thanks
What is Godot?
It’s a free and open source game engine a bit like Unity. https://godotengine.org/
I use it and I think it is quite nice.
*usssage
Back in the USSSage…
You don’t how lucky you are… boy
Usssssausage. Mhm… tasty. :p
Is there any reason to install it via steam and not just via the official site?
Maybe auto updates?
I don’t use the Steam version because it locks my steam library when I’m coding.
- edit: yeah, that update thing @[email protected] mentions too 😀