I've been using Godot engine for the past two months now, I evaluated both Unity and Unreal Engine of course, and in the past I've built my own 3D engine (took me 2 years, C++ with Lua scripting, OpenGL 3.3+).
What got me started with Godot was the fact that it is completely open source, and I was evaluating also writing my project with Rust, and Godot had already support for interfacing it's scripting interface NativeScript even with Rust already (although much work in progress).
Ultimately I decided to develop the project with mostly C++, but during learning the engine I noticed that GDScript is very capable and seems even faster than Lua at least according to my 2 month experience, mostly coming probably from the fact that it has native types like vectors and matrixes and so on integrated directly into the scripting language and implemented with C++.
I was pleasantly surprised how easy and logical the engine is to use, they've made a lot of correct decicions when it comes to the technical viewpoint, for example getting engine scripts written with C++ was very easy, which surprised me.
The documentation is also very well written, with up-to-date examples and I haven't seen any missing information yet.
Only thing I've been missing is more complete examples of games utilizing C++ for example, and more complete projects to be looked at as an example. Most of the projects I could see were written mostly with GDScript, so I would have wished to see more indepth and professional examples in how to write performant projects using Godot.
But mostly GDScript even seems to enough to implement most of the game or application logic.
For me though, the fact that the engine is open source and that people are actively fixing issues in it, and I can even contribute myself is a big factor. The MIT license also grants me to do whatever I want with the end product, which is a big plus.
I hope to contribute to the project as I go along, been looking at the source code and it's really readable also, the architecture is pretty solid and clean at least according to my quick evaluation of the project.
I'm projecting great success for Godot in the next year, especially with the upcoming Oculus Quest support already well under way, this could be a easy and more flexible way for people to get into VR development possibly.
What got me started with Godot was the fact that it is completely open source, and I was evaluating also writing my project with Rust, and Godot had already support for interfacing it's scripting interface NativeScript even with Rust already (although much work in progress).
Ultimately I decided to develop the project with mostly C++, but during learning the engine I noticed that GDScript is very capable and seems even faster than Lua at least according to my 2 month experience, mostly coming probably from the fact that it has native types like vectors and matrixes and so on integrated directly into the scripting language and implemented with C++.
I was pleasantly surprised how easy and logical the engine is to use, they've made a lot of correct decicions when it comes to the technical viewpoint, for example getting engine scripts written with C++ was very easy, which surprised me.
The documentation is also very well written, with up-to-date examples and I haven't seen any missing information yet.
Only thing I've been missing is more complete examples of games utilizing C++ for example, and more complete projects to be looked at as an example. Most of the projects I could see were written mostly with GDScript, so I would have wished to see more indepth and professional examples in how to write performant projects using Godot.
But mostly GDScript even seems to enough to implement most of the game or application logic.
For me though, the fact that the engine is open source and that people are actively fixing issues in it, and I can even contribute myself is a big factor. The MIT license also grants me to do whatever I want with the end product, which is a big plus.
I hope to contribute to the project as I go along, been looking at the source code and it's really readable also, the architecture is pretty solid and clean at least according to my quick evaluation of the project.
I'm projecting great success for Godot in the next year, especially with the upcoming Oculus Quest support already well under way, this could be a easy and more flexible way for people to get into VR development possibly.