HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
godotengine
godot
C++2014–2026
godotengine / godot

godot

Godot Engine – Multi-platform 2D and 3D game engine

100Distinct people
116Mentions
1Explicit recommenders
120.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Godot Engine – Multi-platform 2D and 3D game engine

GitHub

Where it is used

  • Material Maker — Material Maker uses Godot to build its open-source application for creating materials and textures. It is a shipped app showcased by the Godot project. Source
  • Cassette Beasts — Cassette Beasts uses the Godot Engine as the game’s engine. The developers describe choosing and settling on Godot for the project. Source

What people are saying

I've been building a game part-time in Godot[0] and I contribute to the code on occasion. For the most part it has been a pleasant experience[1]. It currently does not have the…

cart_cart used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 6:36:16 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year116 dated mentions

Observed mentions: 2014-02-10 05:36:11 UTC to 2026-07-23 17:08:42 UTC.

051015202014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 6 mentions; 1 submissions, 5 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 3 mentions; 2 submissions, 1 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 10 mentions; 1 submissions, 9 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 14 mentions; 0 submissions, 14 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 7 mentions; 0 submissions, 7 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 14 mentions; 1 submissions, 13 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 18 mentions; 2 submissions, 16 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 12 mentions; 2 submissions, 10 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 14 mentions; 3 submissions, 11 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 11 mentions; 1 submissions, 10 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC404
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC303
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC000
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC615
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC321
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC1019
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC14014
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC707
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC14113
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC18216
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC12210
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC14311
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC11110

What Hacker News says

14 sources
I lightly used Godot before and using GDScript was a bad experience. It has some confusing semantics relating to reference counting and in-place modification (e.g. [0]) that make it really hard to use as a 'real' language (as opposed to small bits of code for scripting). The mitigating factor is that it's got good bindings support and a codebase that's very tractable to poke around in, so you can easily extend it in other languages. [0] https://github.com/godotengine/godot/issues/15265
In Godot's 2D engine gets several improvements for upcoming 4.0
I can't speak Frictional's code quality, but historically released titles tend to be a tangle of hacks and short-term decisions that hammer things into working or being performant, coming at the expense of future developers and correctness. I do agree that the field is full of great code to reference, though. I'm a huge fan of Godot's codebase. It's well written, and easily understood both architecturally, and in-method. https://github.com/godotengine/godot
In Ask HN: Good C++ code bases to read?
> designing UIs anywhere outside the code will eventually bite you. With Godot it is possible to design the UI in code--the editor itself uses that approach, e.g.: https://github.com/godotengine/godot/blob/27d12092821df77a61... > you can practically throw your version control system out of the window for UI files. While not "perfect" with VCS (there's a bit of automatic-generated file content churn at times), Godot stores its files (UI & other) as plain text (not even XML) with a very shallow hierarchy, e.g. here's a "scene" file from a project of mine: https://gitlab.com/RancidBacon/godot-foreigner-export-demo/-... While I wouldn't really recommend two people working on one scene simultaneously, if it were necessary for some reason, Godot does provide the ability to separate a scene into "subscenes" which could be worked on independently
Read the rest
.
In Making Advanced GUI Applications with Godot
I like the concept, but you're starting your development by throwing out the native UI components, along with all the accessibility features, keyboard shortcuts, and other features that go with them. A search about accessibility immediately popped up github issues acknowledging the difficulty making screen readers work: https://github.com/godotengine/godot/issues/29736 There are some applications that mimic all those friendly native behaviors, but it tends to take a lot of work, and sometimes pushing updates when the OS behaviors change.
In Making Advanced GUI Applications with Godot
Godot has many parts besides the UI and graphics stack, and most of its dependencies vendored and statically linked. See the thirdparty folder for a list: https://github.com/godotengine/godot/tree/master/thirdparty The official binaries include everything, but many of the larger bits are optional and can be disabled during build time to reduce the size of the executable: https://docs.godotengine.org/en/stable/development/compiling...
In Godot Editor running in a web browser
I'm a full time game dev and started a fairly large 3d project in Gotdot last September, I worked in it for about 2 months full time before moving to another project with another team. The bugs that hindered my productivity were mostly "land mines" that I discovered along the way. 1. I thought having my scripts as internal scripts sounded good for a week until I realized there are all kinds of undocumented problems with storing your scripts that way. I had to refactor. 2. There is no selection outline around mesh in the editor window. Makes it impossible to build a 3D scene in Godot. My guess is that the developers expect you to build the scene in Blender then import it as one big FBX. (But that's not ideal for some things) 3. Then I hit the dangling reference bug and that was a heavy blow to my enthusiasm. The fact you can save a referen
Read the rest
ce to an object in a variable, and that the engine can then change what object your variable is pointing to under the hood. It's such a fundamental bug it makes me wonder what other massive issues are there waiting for me to run into. My work around was to listen for signals for when object references were removed from the scene and manually clearing them, but its a real drag. There were a few other things, but those ones stand out in my memory as examples of why I don't think I can work in it yet. The reference bug won't be fixed until 4.0, so have another look at Godot then. Update: Here are the bugs I logged. https://github.com/godotengine/godot/issues/31758 https://github.com/godotengine/godot/issues/32383
In Godot Editor running in a web browser
I'm learning how to make a game engine. I initially was following along with Handmade Hero a series that I have been going back to frequently over the past few years. https://handmadehero.org The series is great but I wanted something more guided so I am eyeing purchasing Game Coding Complete. It teaches the internals of a game engine and uses DirectX for rendering. https://www.amazon.com/Game-Coding-Complete-Fourth-McShaffry... Because deliveries are on lock down in my country the book will have to wait. So right now I have gone through SDL tutorials (there was a recent update to the LazyFoo SDL tutorial) and am currently finishing OpenGL. http://lazyfoo.net/tutorials/SDL/index.php https://learnopengl.com/ Finally, I've been checking out repositories of open source game engines and poking around their codes. interesting ones are below: G
Read the rest
odot - Probably a lot of people already know about this one https://github.com/godotengine/godot Pyxel - A fantasy game engine similar to Pico8 written in Python, uses SDL https://github.com/kitao/pyxel Wicked Engine - Haven't poked around much with this yet but the screenshots looks gorgeous https://github.com/turanszkij/WickedEngine/blob/master/READM... Finally here's the video that got me interested in game engines. I saw this years ago but saw it again recently while researching. It's a 2.5d game engine that makes great use of lighting while combining 2d sprites and 3d models. https://m.youtube.com/watch?v=-Q6ISVaM5Ww Here's a second video that shows off a winter weather which boggled my mind when I first saw it. https://m.youtube.com/watch?v=vtYvNEmmHXE# Sorry for the dump, was excited to share these.
In Ask HN: What are you learning?
OpenGL is deprecated on macOS and iOS, because Apple has changed to use Metal: https://github.com/godotengine/godot/issues/19368 That's why Godot is moving to Vulkan, that can also run on Metal: https://godotengine.org/article/retrospective-and-future For Godot game developers, this will not be visible in any way, it's under the hood change to engine. For other apps, there is in progress development to run full OpenGL on top of Vulkan with Zink. There is a blogpost about it here: https://www.collabora.com/news-and-blog/blog/2018/10/31/intr... There is also a talk about it at The X.Org Developer's Conference 2019-10-02 here, for example Blender seems to work already: https://youtu.be/rV0P1ChE_5o?t=3970 All conference recordings are listed at conference website: https://xdc2019.x.org/
In Standalone WebAssembly games using I/O devices

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.