this post was submitted on 27 Jul 2026
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Godot

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[–] vogi@piefed.social 81 points 3 weeks ago* (last edited 3 weeks ago) (10 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.

[–] Armageddon@ttrpg.network 24 points 3 weeks ago (2 children)

wait battlefield uses godot? holy shit

[–] HalfSalesman@lemmy.world 16 points 3 weeks ago

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

[–] vogi@piefed.social 9 points 3 weeks ago

I mean not the engine. But the community level editor for custom maps, sorry for not making that clear. Here is a short tutorial using it: https://www.youtube.com/watch?v=l1LNorfPlNc

[–] heavyboots@lemmy.ml 8 points 3 weeks ago (2 children)

Man, I love the idea of an open-source Creative Cloud, but every time I launch GIMP I run screaming in the other direction. Affinity is my middle-ground for the moment.

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[–] tabular@lemmy.world 6 points 3 weeks ago* (last edited 3 weeks ago) (2 children)

Blender moment

Did Maya do a Unity or it it even still a thing? (Or something else that's also proprietary 🤢)

[–] ChilledPeppers@lemmy.dbzer0.com 9 points 3 weeks ago

I dunno, but there are plenty of other proprietary options, many of which are the actual "industry standard". However, because it is free, blender is the default option for non pros, and some pros are adopting it too.

[–] EtnaAtsume@lemmy.world 3 points 3 weeks ago

[Sad 3DSMAX noises]

[–] yuri@pawb.social 4 points 3 weeks ago (2 children)

at this point i prefer photogimp over cs6, which was my previous driver. ymmv though, my workflow is abnormal.

[–] vogi@piefed.social 2 points 3 weeks ago (1 children)

Yea, I read about it before but never tried it myself. I really hope they have a official "movement" in a similar direction. Cause I don't see that being accepted by "normal" people.

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[–] Eldritch@piefed.world 3 points 3 weeks ago* (last edited 3 weeks ago) (4 children)

There are other tools besides the Gimp. Have you tried krita? It's a little more pen* and tablet oriented. But a solid program in its own right. And despite being part of the KDE platform if I'm not mistaken. They have excellent Windows and Mac versions as well

[–] e8d79@discuss.tchncs.de 5 points 3 weeks ago (1 children)

It’s a little more pain [...] oriented

Oh good... just what I wanted.

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[–] Auster@thebrainbin.org 3 points 3 weeks ago (1 children)

Krita for me was quite a learning curve, but far more intuitive / with a far better workflow than Gimp once you got used to it. So I'd recommend it too for image editing, though with this, to me, a positive caveat.

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[–] Jankatarch@lemmy.world 43 points 3 weeks ago* (last edited 3 weeks 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 24 points 3 weeks ago* (last edited 3 weeks 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 15 points 3 weeks 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.

[–] umbrella@lemmy.ml 8 points 3 weeks 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 4 points 3 weeks 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.

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[–] vane@lemmy.world 37 points 3 weeks ago (2 children)
[–] Eldritch@piefed.world 11 points 3 weeks ago

Eventually. It's a long slow arc. But there's definitely a history of it. From its Inception the modern smartphone has been built almost exclusively on top of Linux or BSD. Even if proprietary presentation layers above it don't always make it perfectly clear. Similar can be said for any modern gaming console or hand held. With the exception of Microsoft's products.

Most of the modern internet, your home consumer router and maybe even some of your appliances. Built on open source code. And finally, many are switching to own their PC again. There isn't a lot of hype or fan fair publicly. But open source has been quietly putting in the work and showing up for decades.

Realistically, we're actually just returning to a pre Microsoft state. Granted before the explosion of the personal computer most computers were massive devices an individual couldn't own. And there wasn't a lot of money to be made in selling the software itself. So there was a lot of collaboration and sharing. Even if proprietary layers were built on top. The base was vital. We're finally getting back there.

[–] FizzyOrange@programming.dev 3 points 3 weeks ago (13 children)

Nonsense. I am an open source fan, but I also call it like it is. There are plenty of domains where closed source is still state of the art and open source options are at best inferior, sometimes laughably so. For example

  • CAD/CAM
  • Hardware design: simulation, formal verification, etc.
  • Video editing (Blender's video sequence editor is so close to being good, but still has basic bugs unfortunately - hopefully in a few years I can take this off the list)
  • Audio production, like Fruity Loops.
  • Office software. Sorry but OpenOffice is still not a patch on MS Office. Last time I tried to use it for a presentation it literally reordered my bullet points. Absolutely bizarre bug.

And there's a whole host of highly domain specific software that open source will never replace because it's too niche, e.g. Simulink. I once worked on commercial software that solved for elastic wave modes in pipes. Good luck finding open source software to do that.

[–] codexarcanum@lemmy.dbzer0.com 6 points 3 weeks ago* (last edited 3 weeks ago)

I actually think AI development is going to close a lot of these gaps faster than people think.

And I think the options for audio and office are pretty decent, LibreOffice definitely does all that I need and there's a healthy community of musicians and audio enthusiasts building things in Linux.

Hardware design and CAD have the additional blockers that they require physical manufacturing and open source hardware has a long, long ways to go. Without an ability to actually produce the physical goods, open source software doesn't go anywhere. Kind of a bootstrapping problem.

[–] vane@lemmy.world 6 points 3 weeks ago* (last edited 3 weeks ago) (5 children)
  • I use FreeCAD and OpenSCAD when you can write code instead of draw.
  • Hardware design software is complicated because of hardware patents. For simulation there is Octave, scilab, sympy, einsteinpy and other python projects.
  • For video there is openshot.
  • For audio production there is Sonic Pi, strudel, where you write music by writing code. There is also audacity and fluidsynth. The problem is with VST plugins but it's also problem of standard because VST was created by Steinberg. There is no single software so you need to juggle.
  • For office there are alternatives like OnlyOffice and fork Euro Office, I've seen at least one more office packet from India.

Opensource software have no budget and no money, not to mention marketing budget, people make it to use it and share not to sell it. When company dies you end up with no software if it's cloud based or some installer on deprecated operating system. With opensource you can always take the source code and port it to new OS. One opensource project dies, some other is building on it's ashes. You can't kill it as long as at least one person use it and develops it.

For ex. elastive wave mode solver if you mean dispersion calculator you can load matlab files to Gnu Octave or look up some specific waves by typing above projects I mentioned with github in search.

Of course it's much harder than just type to google what you want and pay money to company that have marketing division and worked out SEO to be first on list. Especially if you have business income that backs it up and limited time, just pay to get it done. It's obvious choice. I assume people are sane. But you can pretty much find all the scientific equivalents on univeristy websites or on github if you really put some effort. It won't be perfect because there was no support that someone paid to solve specific business use case but if you contribute to opensource it will improve and if not you over time someone will do it.

Like someone mentioned the process is much slower but eventually it will always win because it's not so much tied to money.

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[–] unexposedhazard@discuss.tchncs.de 24 points 3 weeks ago* (last edited 3 weeks ago)

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

[–] AwesomeLowlander@sh.itjust.works 23 points 3 weeks ago (5 children)

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

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[–] psycotica0@lemmy.ca 14 points 3 weeks 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 3 weeks ago (1 children)
[–] psycotica0@lemmy.ca 4 points 3 weeks ago

↘️⬇️↙️

➡️⭕⬅️

↗️⬆️↖️

[–] DupaCycki@lemmy.world 13 points 3 weeks ago

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

[–] Fafa@lemmy.world 12 points 3 weeks ago

Yeah! It was a blast. We also used godot. Such a great engine!

[–] jupiter@programming.dev 11 points 3 weeks ago

I, for one, welcome our new robot overlord!

[–] Kolanaki@pawb.social 10 points 3 weeks ago* (last edited 3 weeks 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.

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[–] Toneswirly@beehaw.org 9 points 3 weeks ago

Been seeing a lot more Godot lately and that makes me happy

[–] teawrecks@sopuli.xyz 7 points 3 weeks ago

It's so cool to see indie devs kick unity to the curb so quickly.

[–] chunes@lemmy.world 6 points 3 weeks ago (1 children)

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

[–] Flatfire@lemmy.ca 4 points 3 weeks 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.

[–] Feyter@programming.dev 5 points 3 weeks ago

Now they just need to switch colors in the graph :)

[–] Alaknar@sopuli.xyz 4 points 3 weeks ago* (last edited 3 weeks 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?

[–] ericwdhs@discuss.online 4 points 3 weeks 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 3 weeks 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 3 weeks ago (5 children)

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

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[–] MonkeMischief@lemmy.today 3 points 3 weeks ago (2 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! :)

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[–] 7toed@midwest.social 4 points 3 weeks ago

God damn kicking me for the project I started (as everyone has) that I would love to finish but never have time to

If it weren't for Godot I would've never even tried

[–] architect@thelemmy.club 2 points 3 weeks ago

Oh yea I’m using it, too.

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