hi i wanted to know what's godot limitions i mean is it really good for big games ? with lot of objects and .... ?
godot limits
- Edited
I don't think there is a list of Godot limitations anywhere, and most times limitations are found they are either worked on so they're not longer an issue, or workarounds are found.
That said, I think what you are looking for is "whether Godot would be suitable for my game and/or for me as a game developer, compared to other game engines", so I will do my best to answer it and address the couple points in the opening post.
Please note that this is just my personal opinion as a professional Godot user who has used Godot for over 4 years now. I am by no means a Godot expert or anything, just someone who has used Godot (and several other game engines) for several years:
Godot can make any type of game without really any limitations that are "unique" to Godot. There are limitations, but there are with any game engine. Godot has, in my opinion, just as much development potential as Unity, Unreal engine, Gamemaker, Phaser, or really any game engine/framework. Godot is a tool, and like any tool, you can pretty much do anything if you put your mind to it. Godot isn't as mature of a game engine as Unity or Unreal engine, so there are some things that Godot struggles with that other game engines may not have issues with simply because there are more people working on it. On the other hand though, because Godot is fully open source, you can go in and change the source code to fix any issues or add features if you need, something that is harder (or impossible) to do in other game engines.
One big benefit of Godot is the node-based workflow, which is fairly unique. Its one of the things I think that makes Godot stand out and one of the better parts of Godot. Other game engines tend to use a component-based workflow, which has its own set of pros and cons. Another big benefit with Godot is that its open source and MIT, so you don't need to pay royalties or a percentage of your profits, which may be something to consider. A final point for Godot is that it has a small file size, though it also is missing some niceties that are present in other game engines.
I would recommend giving Godot a shot and seeing if you like it. I'd also recommend giving other game engines a try too and see how you feel about them as well, so you can get an idea of which would be best for your project.
To answer the couple points specifically brought up on the opening post:
Lots of objects:
Godot can handle thousands of nodes, though there may be performance hiccups with that many. You will want to optimize to keep the amount of processing needed across the nodes low when you have thousands of nodes. I haven't really hit more than a couple thousand in any of the projects I've worked on so far though, and I haven't really needed to worry about node count too much. Generally the bigger problem is having several dozen nodes with custom scripts that are doing heavy calculations, in which case you will want to optimize the code.
TLDR: Godot should be able to handle loads of objects without issue, but like any game engine, you may need to optimize as the object count increases.
Is it good for big games
Depends on what you define as big.
Big as in large game worlds, I think Godot would do just as fine as any other game engine. You may need to add things like Load Over Distance (LOD) for performance, but that's standard in any game engine. Godot doesn't have double floating point precision currently, though I believe its planned for the future, so there is some limitations on the positions objects can have (something in the multi-thousands though)
If you mean big like dense worlds or AAA levels of stuff going on, then you may want to look at other game engines like Unity or Unreal engine. This is not because Godot cannot do these types of games, it almost certinaly can, but because you'll probably benefit from using a game engine that has been more battle tested with large development pipelines and worlds. Of course, having developers working on big games in Godot helps get Godot battle tested, which in turn helps optimize the engine and find weak points so they can be fixed, so... yeah.
TLDR: Godot should be able to handle big worlds without issue, though because there are less big games in Godot, you may run into issues here and there simply because it hasn't been done as much.
Hopefully this helps answer your questions! I think Godot is a great game engine, but ultimately just a tool for making games. I would highly doing your own research into Godot and alternative game engines and see which you think works best for your project :smile:
(Apologizes for the wall of text! :sweat_smile: )
Checkout the news on Godot version 4.0 It will be using Vulkan. Right now it uses OpenGL. Godot is also well funded, and right now they are improving things such as the physics. Making it faster and more modern than it is now. It's performance is going to improve in coming releases.
@TwistedTwigleg said: I don't think there is a list of Godot limitations anywhere, and most times limitations are found they are either worked on so they're not longer an issue, or workarounds are found.
That said, I think what you are looking for is "whether Godot would be suitable for my game and/or for me as a game developer, compared to other game engines", so I will do my best to answer it and address the couple points in the opening post.
Please note that this is just my personal opinion as a professional Godot user who has used Godot for over 4 years now. I am by no means a Godot expert or anything, just someone who has used Godot (and several other game engines) for several years:
Godot can make any type of game without really any limitations that are "unique" to Godot. There are limitations, but there are with any game engine. Godot has, in my opinion, just as much development potential as Unity, Unreal engine, Gamemaker, Phaser, or really any game engine/framework. Godot is a tool, and like any tool, you can pretty much do anything if you put your mind to it. Godot isn't as mature of a game engine as Unity or Unreal engine, so there are some things that Godot struggles with that other game engines may not have issues with simply because there are more people working on it. On the other hand though, because Godot is fully open source, you can go in and change the source code to fix any issues or add features if you need, something that is harder (or impossible) to do in other game engines.
One big benefit of Godot is the node-based workflow, which is fairly unique. Its one of the things I think that makes Godot stand out and one of the better parts of Godot. Other game engines tend to use a component-based workflow, which has its own set of pros and cons. Another big benefit with Godot is that its open source and MIT, so you don't need to pay royalties or a percentage of your profits, which may be something to consider. A final point for Godot is that it has a small file size, though it also is missing some niceties that are present in other game engines.
I would recommend giving Godot a shot and seeing if you like it. I'd also recommend giving other game engines a try too and see how you feel about them as well, so you can get an idea of which would be best for your project.
To answer the couple points specifically brought up on the opening post:
Lots of objects:
Godot can handle thousands of nodes, though there may be performance hiccups with that many. You will want to optimize to keep the amount of processing needed across the nodes low when you have thousands of nodes. I haven't really hit more than a couple thousand in any of the projects I've worked on so far though, and I haven't really needed to worry about node count too much. Generally the bigger problem is having several dozen nodes with custom scripts that are doing heavy calculations, in which case you will want to optimize the code.
TLDR: Godot should be able to handle loads of objects without issue, but like any game engine, you may need to optimize as the object count increases.
Is it good for big games
Depends on what you define as big.
Big as in large game worlds, I think Godot would do just as fine as any other game engine. You may need to add things like Load Over Distance (LOD) for performance, but that's standard in any game engine. Godot doesn't have double floating point precision currently, though I believe its planned for the future, so there is some limitations on the positions objects can have (something in the multi-thousands though)
If you mean big like dense worlds or AAA levels of stuff going on, then you may want to look at other game engines like Unity or Unreal engine. This is not because Godot cannot do these types of games, it almost certinaly can, but because you'll probably benefit from using a game engine that has been more battle tested with large development pipelines and worlds. Of course, having developers working on big games in Godot helps get Godot battle tested, which in turn helps optimize the engine and find weak points so they can be fixed, so... yeah.
TLDR: Godot should be able to handle big worlds without issue, though because there are less big games in Godot, you may run into issues here and there simply because it hasn't been done as much.
Hopefully this helps answer your questions! I think Godot is a great game engine, but ultimately just a tool for making games. I would highly doing your own research into Godot and alternative game engines and see which you think works best for your project :smile:
(Apologizes for the wall of text! :sweat_smile: )
TY man Helped a lot ! <3
@Zelta said:
=) TY !
@newmodels said: Checkout the news on Godot version 4.0 It will be using Vulkan. Right now it uses OpenGL. Godot is also well funded, and right now they are improving things such as the physics. Making it faster and more modern than it is now. It's performance is going to improve in coming releases.
TY i think i have to check the release date !