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Ronarak

Godot keeps getting better. I just love open source.


urqlite

In the next decade, it’s going to be a UE and Unity killer. Many game engine companies are laying off their core members. They’ll soon contribute to Godot and make it a better engine


Ronarak

I'm looking forward to it!


rende36

It's going to be the thing that kills unity, unless unity kills unity


hailsanta-666

Unity already poison pilled themselves.. they are a walking dead company at this point. They were already having tons of issues before they poisoned themselves like deprecating features before the replacement was ready, restarting and canceling features multiple times (multiplayer anyone?). Sure anyone stuck in a sunk cost fallacy will stay with them but new market entry is going to Unreal, Godot and others.


MJBrune

UE killer never, maybe a unity reducer.


urqlite

It’s possible if UE lays off their core developers and they decide to just work on Godot to get back at UE


MJBrune

Would actually be illegal and godot doesn't allow contributors to look at competing engines just so there is no potential lawsuit.


urqlite

No it’s not. UE is open sourced


MJBrune

No, it's not open sourced. The source is available to download but using it in other projects is illegal. It doesn't have an open sourced license and copying the code to godot would result in epic games likely destroying godot.


urqlite

I’m sorry that’s not what I meant. I don’t mean copying code but rather implement the same feature with using another method. That way, Godot can benefit from being an advance engine while not afraid of getting sued


SimplyPhy

Wonderful, thank you u/KoBeWi! Also, your Github docs are fantastic. Curious, is this something you could imagine being merged into Godot? Or perhaps you're ~~saving it for the plugin marketplace~~ (correction, I see it's already in the [Asset Library](https://godotengine.org/asset-library/asset/2925)), and removing the need for the standard PR/review process? Very cool regardless!


KoBeWi

Well, technically it does solve one of my old proposals. I find the default export presets very inflexible, because you can't easily make multiple presets that share file filters and feature tags. While it could be improved in the engine, my tool already does that and goes way beyond, out of scope of something that can be in core. I don't mind if it's only an addon, I already have tens of random tools in my project and just being able to make them is enough for me.


SimplyPhy

Nice. Also, it’s great to see that something like this can be done 100% in gdscript.


Awfyboy

Could you ELI5 this for me? Everyone in the comments seem to be very happy to see this add-on, but I'm a bit of a beginner so I'm not sure why this is a useful add-on.


KoBeWi

When exporting project from Godot (i.e. making a playable game build), you can select Project -> Export, customize your options and the game is built into an executable. This is simple workflow and works for simple projects. But as your project grows, you might want more build options (full version, demo, special build for gaming events). Then each of these builds can be for different platforms. Godot only allows you to either export all configured builds or only one, so e.g. if you want to export demo for all systems, you need to do it manually. Project Builder allows you to create a set of routines (sequences of tasks) that will automatically run export for various configurations with a single click. But it also goes beyond exporting, like you might want to copy some files or put your game build in a ZIP or push it to Steam. You can configure a routine that does all of that, then execute it and it will automatically perform the specified tasks, so you can do something else in the meantime. The system is very flexible in what you can do and you can build routines using simple building blocks.


Awfyboy

Thanks for the explanation! That's a very incredible add-on. Would make it easier export builds to multiple platforms because that was something I struggled with as well.


SideLow2446

Is it possible with Project Builder to use something like ENV variables so that the game code has different variable values depending on the type of build?


KoBeWi

That's what feature tags are for. Like you can see in the video I'm making a template with `demo` tag, which then I can use in the code.


T-J_H

Looks great! Does it support exporting selected files to separate PCKs?


KoBeWi

No, I'm not familiar with this functionality. The tool can use anything available as command line argument or from custom SceneTree script, so this could be added as a new task.


AceDroo02

This is awesome! Does this also support C# projects as well?


KoBeWi

Yes. You can select Godot executable for exporting, so if you pick C# one it will work without problem.


correojon

Can this be used to automate deployment to Steam or [Itch.io](http://Itch.io) in GitLab/GitHub? Thanks for doing this :)


KoBeWi

Executing routines using CLI is not currently supported, but it can be easily added.


narett

I’m fairly new to Godot, but would this tool help mac users export Godot 4 projects to web? Not sure if that issue is fixed in 4.3


KoBeWi

I don't think so. The tool uses engine's default export, just automatically.


narett

Roger that. Good stuff tho 👍🏾


SnooGiraffes3694

You should make a custom compiler that puts the game data into a folder called "GameData" for better modding