Well, I am eagerly awaiting the GD3 release...but the news has been scarce on the development side over the past month...I just finished a project(unity)and was tinkering with the most recent release...but I am wary to start any production until 3.0 is released...so anyone heard anything lately? I am sure there is a lot going on...I'm just not really following on git hub or anything..

There is likely going to be an alpha release before there is even a beta, so if you are waiting for a stable release I'd guess it's still going to be a while yet.

I don't do twitter, and as for the releases I have been downloading some builds and tinkering for a few weeks now....I'm more curious about news...if I tinker and come up with some good scripts etc I want to know if it is a waste of time or if the api is pretty well nailed down at this point...it's no ones fault...I fully understand it is not yet in beta and alpha is a moving target....besides those things I am just super fascinated with hearing about it lately.....it is my guilty pleasure....I really want to get away from unity. Not entirely, but it is fun to do other things in other engines.

Wasn't there going to be an alpha sometime around July? Or is that just a rumor? I actually find current builds pretty useful "for 2D" I wouldn't use Godot for 3D as I find Unity or Unreal would handle the 3D aspect much much better. Godot however handles 2D far better than those 2 engines, so for 2D it's in my top 5.

@Rukiri : I totally agree, this is the reason I am excited for 3.x...I either am going to use it or just go with Blender game engine....I do all my other work in blender anyway.(aside from painting*some)

Hello, This is some of my w.i.p 3d projects in Godot v2.1.3 and I think the current version can handle some really nice 3d game too ;) .....but with version 3 this will be another cup of tea :)....of course.

@justinbarrett said: Well, I am eagerly awaiting the GD3 release...but the news has been scarce on the development side over the past month...I just finished a project(unity)and was tinkering with the most recent release...but I am wary to start any production until 3.0 is released...so anyone heard anything lately? I am sure there is a lot going on...I'm just not really following on git hub or anything..

I would not expect Godot 3 to be fully usable before a year of bug fixing and improvments.

I've been using Godot 3.0 since the beginning of May, working on FNAF:Purgatory 2.

As time has gone on, it's become more and more stable, while bugs are disappearing. I still have to work around the new Audio engine, and a few features in material don't work on animated meshes, but I was expecting to work around some quirks.

Back in May, Godot 3 has some seriously annoying bugs (like reimporting everything whenever something changed), but now it's pretty easy to use.

I would say Godot 3 is fairly stable now. The past couple of weeks have really ironed out a lot of the most annoying/breaking bugs. There are still some little things, but nothing that would (seriously) get in the way of development.

I wouldn't recommend starting a huge project, but small/medium projects shouldn't be an issue. You should be prepared to work around some unexpected behavior and bugs at times though. Keeping up with Juan's twitter helps a lot, so you know how some of the new features are supposed to be used, along with reading through the Github commits every now and then (just a quick browse through generally works).

I've been working mostly with the 3D side though, so I'm not sure what the current stability on the 2D side is. Godot 2.1 is already great at 2D so I imagine it is mostly the same B)

And as a bonus, as more people use Godot 3, more bugs get reported, which in turn makes Godot 3 more stable.

(I'm using the Linux version. The Windows and Mac versions may be more/less stable)

I will say this, movement is very smooth compared to GD2 with the exact same code.

In GD2 it was pretty jerky, GD3 was smooth as butter.

I also had no idea that input events changed...

@TwistedTwigleg Do you compile yourself Godot 3 sources ? Is there some daily builds somewhere ? I would like to try it.

I don't know if the links posted here are up to date, but you should give a try.

@MagicLord I mostly use http://fixnum.org/godot/

I compiled a few times when I needed a commit that hasn't yet made it to fixnum's builds, but fixnum's builds update frequently so compiling can be avoided if your patient.

@TwistedTwigleg said: MagicLord I mostly use http://fixnum.org/godot/

I compiled a few times when I needed a commit that hasn't yet made it to fixnum's builds, but fixnum's builds update frequently so compiling can be avoided if your patient.

When I build Godot myself the executable weighs almost 150 Mo :/ but it works . The fixnum builds needs 52 Mo only but the terminal says version GLIBCXX_3.4.21' not found (required by ./godot.x11.tools.64).

@NeoD said: When I build Godot myself the executable weighs almost 150 Mo :/ but it works .

Build Godot with tools=yes target=release_debug in the SCons command line, this will make your Godot binary smaller since it won't have any debug symbols.

@NeoD said: The fixnum builds needs 52 Mo only but the terminal says version GLIBCXX_3.4.21' not found (required by ./godot.x11.tools.64).

This is probably because fixnum's Linux binaries are built on a recent Linux distribution, so it won't work on older ones.

@NeoD I just looked, and the version I compiled is 145mb. I'm using Ubuntu 16.4, so I think Calinou is probably correct. To be honest, I didn't even think to look at the binary size, I'm just happy when Godot runs :smiley:

I did a quick Google search and it seems your version of GLIBCXX is different from flixnum's and that's causing the error. Google returned vastly different solutions for the problem and I don't know enough about C++ compilers to understand how any of them work. Sorry!

@Calinou

Thanks for the advice I'd rather compile Godot myself than removing my O.S !

@TwistedTwigleg

Indeed the executable size is not a big deal but I'm curious to know if it was caused by an issue or not.

5 days later

Hi. On a Linux build from yesterday and a Intel HD 4600 GPU, I have this shiny result with the "SpatialMaterial", even if the metalness amount and specular are set to 0. I wonder if I did something wrong.

Here is the bug tracker but I can't say if this result was reported as an issue.

https://github.com/godotengine/godot/issues/8805

Try adjusting the roughness value, that should make it less shiny.

@TwistedTwigleg said: Try adjusting the roughness value, that should make it less shiny.

To go in further detail in a metallic/PBR material the metallic value tints the reflection - note that only conductors absorb some of the mirrored reflection spectrum, hence gold having yellowish reflection for an example. conversely dielectrics do not tint the reflection.

Roughness value on the other hand controls the approximation of the micro-surface that is to say what polish or smoothness(in unity smoothness value of 1 = the roughness value of 0 in say Unreal or blender/cycles) in some of the other engines achieves. The smoother the surface the more reflective(edit: meant glossy).