this post was submitted on 27 Jul 2026
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Godot

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[–] Jankatarch@lemmy.world 40 points 1 day ago* (last edited 1 day ago) (1 children)

I love that as godot grows, unity shrinks.

2023 chart had godot half as much, it seems to take up unity's losses

[–] umbrella@lemmy.ml 23 points 1 day ago* (last edited 1 day 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 finally chose a foss engine.

[–] Flatfire@lemmy.ca 14 points 1 day 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 1 points 13 hours 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 8 points 22 hours ago (1 children)

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

(plus the manpower to actually do it, that's usually big)

[–] M137@lemmy.today 3 points 13 hours 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.

[–] DupaCycki@lemmy.world 13 points 1 day ago

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

[–] chunes@lemmy.world 6 points 1 day ago (1 children)

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

[–] Flatfire@lemmy.ca 4 points 1 day 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.

[–] vogi@piefed.social 77 points 2 days ago* (last edited 1 day ago) (22 children)

I hate to call it too early and jinx it but I think at this point its safe to say we got a Blender moment about to happen in Game Engines. I know these are all indie games. But the momentum is astonishing and with Battlefield using Godot as their Level Editor and more recognition on the professional level there is no sign of stopping it.

Whats next on the chopping block? Wouldn't mind it to be Photoshop, but I guess for that, GIMP would really need a grounds up redesign, UI and UX wise.

[–] mswallow@lemmy.world 1 points 12 hours ago (1 children)

In a GodotCon2025 talk from someone from the GodotFoundation going into the numbers they said the engine is growing 40%-60% each year at the moment and will be as big as Unity in 2028/2029. Really mind-blowing to think this probably largely is due to Unity's self-inflicted enshittyfication.

So I think it’s safe to say Godot is really here to stay. I also feel like they’re really well aligned internally to do just that. In that talk they also talked about how apparently Unity’s budget barely covers just keeping up the status quo. So they aren’t improving and delivering many new featuring anymore.

[–] vogi@piefed.social 1 points 11 hours ago

Oh, wow I did not saw that its really impressive that would have made some investors really happy :)

Really like that the core maintainers are very much behind the idea of FOSS and are embracing letting people alter the code and do whatever they feel like with it. They even link to this lemmy comm on their community page: https://godotengine.org/community/ which is cool to see.

And the licence is open enough so that forking it is not problematic https://www.redotengine.org/ Dont think this i ever needed in a big way but makes the decision on what engine to learn ever so much easier knowing that Godot will stay for quite a while.

[–] Armageddon@ttrpg.network 24 points 2 days ago (2 children)

wait battlefield uses godot? holy shit

[–] HalfSalesman@lemmy.world 15 points 2 days ago

Just the custom level editor. Game Engine is still Frostbite.

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[–] Alaknar@sopuli.xyz 4 points 1 day ago* (last edited 1 day 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 3 points 21 hours 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

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 1 points 20 hours ago (1 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.

[–] vrighter@discuss.tchncs.de 2 points 12 hours ago

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

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

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

[–] Canconda@lemmy.ca 1 points 1 day ago (2 children)

Do you need a good computer?

[–] AdrianTheFrog@lemmy.world 3 points 1 day 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 2 points 1 day 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 2 points 1 day ago (1 children)

nope, it can technically run on an android tablet

[–] Canconda@lemmy.ca 1 points 1 day ago

That is cool!

[–] psycotica0@lemmy.ca 14 points 1 day ago (1 children)

I love Godot, and this is great, but it's also probably inflated a bit because game jams are a great time to try things. New code, short time frame, low commitment.

That's not to say that it doesn't count, it totally does, and it's not to say that it's not great advertising, and some people were likely impressed and will start using it in their day jobs. But it isn't necessarily representative of the industry, even the indie industry. For some people it will unfortunately have been a summer fling...

But I bet in a few weeks there'll be a ton of videos called like "I used this FREE engine and you wouldn't believe what I thought!!!" 😛

[–] yakko@feddit.uk 7 points 1 day ago (1 children)
[–] psycotica0@lemmy.ca 4 points 1 day ago

↘️⬇️↙️

➡️⭕⬅️

↗️⬆️↖️

[–] vane@lemmy.world 37 points 2 days ago (20 children)
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[–] Kolanaki@pawb.social 10 points 1 day ago* (last edited 1 day ago) (3 children)

I have an idea to make a purposely shitty 90s live action digitized FMV point and click adventure game with an ugly UI, poor aliasing, and cheesy dialogue. I know Unreal and Unity enough to do this; but maybe I should fuck around with Godot. I have only heard about it for 2D games, so this should be workable.

[–] MonkeMischief@lemmy.today 1 points 21 hours ago

Godot's 2D support is a pixel-perfect first-class citizen. None of that "fake 2D in a 3D engine" stuff. (Although you could if you wanted!)

The only hiccups I foresee is videos in Godot tend to need to be kinda just right as far as file formatting and stuff... I think most of this is codec related.

But hey, once you figure out a workflow / pipeline to make those videos, you'd have it down. :)

[–] AdrianTheFrog@lemmy.world 1 points 1 day ago

Godot 2d and 3d are both very polished, and 3d has a lot of support for retro stuff as well like vertex shading or nearest filtering for textures

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[–] AwesomeLowlander@sh.itjust.works 23 points 2 days ago (5 children)

I'm amazed at how many people are still using unity.

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[–] architect@thelemmy.club 2 points 1 day ago

Oh yea I’m using it, too.

[–] unexposedhazard@discuss.tchncs.de 24 points 2 days ago* (last edited 2 days ago)

Hell yeeeah. Love to see godot get the love it deserves.

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