
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that you can focus on making games without having to reinvent the wheel.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that you can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.
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Languages: English, French, Italian, German, Spanish - Spain, Greek, Korean, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese +17 more
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Reviews
Themes across 703 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
en iyi motor
GODOT IS HEAVEN SENT!!!!!!!!! :D :D
I feel like this version of Godot is slower then the standalone, still good
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Hours played at review time, across 707 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
amaze amaze amaze
Meio que não sei fazer nada pois sou burro, mas é uma ótima engine.
Frankly, Unity needs the competition. Let's leave this hanging: Unreal is effectively the industry standard. It's powerful, it's made using a serious language for actual work that allows for a greater degree of memory management (Rust wasn't in the conversation for most of it's life, let's ignore it for now). It's got nice lighting, powerful elements and extensively powerful. So, this has left Unity in the spot that made me care about it over Unreal Engine; Rapid Prototyping. You [b]can[/b] do nice work and make excellent, polished games. The skill floor is generally lower and so I worked with Unity extensively during my time as a student. It's free, actually comprehensible and the documentation is excellent. Godot just does all that and more. Godot handles much of the same beats just with little benefits, tweaks and additions that makes working with Unity more of a hassle in comparison. At the time of writing, Unity is trying to improve but it still sees it's competition as Unreal, whereas Godot is putting all the money it earned due to Unity's screw-ups into getting better and better. And all for free, open-source software! Most of the paradigm is pretty similar. Instead of Components on empty objects, you have Nodes that are a self-contained object in of itself. They bolt onto Scenes, which can work a little like a Prefab. Then from there, you build out further and further by adding nodes to objects to add each peice of functionality. I find nodes more helpful than components because it feels easiler to reuse nodes. Something about how it's presented makes it much easier to imagine how to make something generic as possible, especially thanks to Godot's pretty handy data system, that allows for powerful management of allsorts of stats a game might want. I also think gdScript is fine. I don't think its better than other languages, but this Python based language is decent enough to get stuff up and running. If you're aiming for a prototype, I do find it helpful enough to get an idea off the ground a lot quicker than Unity's C#, though I do find the integration with an actual IDE more annoying. The one the engine provides is perfectly servicable, where as Mono gets yanked for litterally anything else immediately. You even have more options for languages, like JavaScript if you'd really like, but also C# and C++. The last one being preferable for anything expected to be performant. Again, Unity kinda can do this but Godot has lots of little touches that makes it good at prototyping but then later refining what you have. Being able to write something in C++ later is handy for whatever performance gains you'd like. But there's also greater degrees of indication that the people working on this engine actually use it do make games. Tiny example: there's a function that you can call and it'll not only update the velocity of an object during the physics step, it'll also account for collision for you so you don't have to. Which you otherwise, would need to. Just quick and simple little bits like that which make working in this easier. You can work with Groups and Signals to help decouple your nodes from one another to ensure they don't end up locked together when they shouldn't be. And that's got a window pop-up if you want it. You have more than one way to add UI controls to Nodes so you can adjust each one without making hard values. Loads and loads and loads of them for alsorts of inputs. And now there's an Asset Library, which has plenty of little bits and pieces to get started with. Unity feels like a slog to use in comparison. It feels like I've been waiting for Godot this whole time!
very useful, working on an top-down openworld game called froggo. i also use krita and blender!
好玩
когда надоедает искать во что бы поиграть, задумываешься о том чтобы самостоятельно сделать себе игру :/
i like it, but it's not unreal.
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Where this game's players are, estimated from review languages.
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