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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, 6:01:32 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

18 sources
They seem to have implemented everything that the "bistro" scene calls for. I don't know if those hanging colored lights emit light, though. Rend3/WGPU doesn't handle large numbers of light sources yet. But you wouldn't see them in daylight anyway, because this is high dynamic range rendering, and, as in real life, those light are dim relative to the sun. Here's the same scene in Godot.[1] This was modified a bit, and has accurate values for the lamp illumination. So they are totally washed out by the sun. And here it is in several other renderers, with a video.[2] The original scene was in .fbx, from Amazon's "Lumberyard" project. [3] That project started as the Crysis engine, was bought by Amazon, spun off as open source, was renamed Open 3D Engine, and is still getting Github changes, so it's not dead. There are many open source game e
Read the rest
ngines. Most of them get stuck at "mostly works, not ready for prime time". That's where the problems get hard and fixing them stops being fun. [1] https://github.com/godotengine/godot/issues/74965 [2] https://www.ronenbekerman.com/orca-amazon-lumberyard-bistro/... [3] https://developer.nvidia.com/orca/amazon-lumberyard-bistro [4] https://en.wikipedia.org/wiki/Amazon_Lumberyard
In Meta releases Intermediate Graphics Library
After a week of faffing I managed to fork the three repos Simon made and upgrade them from 3.x to 4.x . Very untested and maybe there's stuff there you don't need. But by gum it works! I'll slim it down in the future, and remove echo messages. Big thanks Simon for your work! Parent action: https://github.com/North-Street-Games/nutshells/blob/main/.g... (attach this as a main.yml file in your GitHub actions workflow folder, and change the in-file variables and your secret itch.io butler key as needed!) Child Godot export action: (for ref) https://github.com/Kwpa/godot-html-export/tree/main Child itch upload action: (for ref - no different to original) https://github.com/Kwpa/itchio-butler-upload Note that 4.x Web builds currently do not run well on MacOS browser apps :/ See this: https://github.com/godotengine/godot/issues/70691
In Upload a Godot HTML5 Game to Itch.io with GitHub Actions
I've built 5 small browser-based game-jammy games (e.g. nothing that took me more than ~2 weeks) in Godot 3.5 this year[1] and have largely enjoyed the experience - I'll echo other folks and say that you might just be happy using Godot 3.5 until Godot 4 has functional web exports. Godot 4 _does_ come with some language improvements that I'm excited about, particularly around better typing support and fewer places where you need magic strings (e.g. you can refer to signals by name!) - I suppose if that's a big sticking point for you (totally reasonable!) then waiting might just be better. I will say that at times I've been frustrated by the Godot 4 team's perspective that the MacOS breakage is a Chrome bug and not a regression in Godot[2]. It's really a question of semantics and prioritization more than anything but it's hard for me to not
Read the rest
see the behavior as a regression when a feature that I rely on in Godot 3 is broken in Godot 4. That said I'm very grateful for all the work that's gone into Godot 4 (and prior versions) and I'm very excited for the day that I get to use it! [1] They're all over at https://eieio.games/ if you're curious! [2] https://github.com/godotengine/godot/issues/70691
In Godot 4.1
The binaries produced just for the engine itself (so exluding the game code and assets) is already several MB large when compressed with brotly or gzip [1]. So it works, but it's too large to be competitive enough on web games portals. Most players will just go play another game if it takes too long to load (download). Only JS based game engines and to some extend Defold are good enough in this regard. [1] https://github.com/godotengine/godot/issues/68647
In What's new in C# for Godot 4.0
There's an ongoing discussion at [1, 2] which highlights an important difference between GDNative and GDExtension in terms of what the developers expect them to be used for. A lot of people were using GDNative as a way of writing game logic in other programming languages (particularly I've seen this with Rust), but GDExtension seems to be designed to allow people to write editor plugins (e.g. things like a voxel node type, or a custom GUI tool). Each pligin currently seems to provide a custom Node in its own right, not the ability to hook into existing nodes. This is why at the moment, you cannot live-reload a compiled GDExtension library, as the assumption is that it's a product that being provided to the user of the editor, not something which the game developer is directly creating. I think there might be some mechanisms/hooks to allow
Read the rest
this to work as wanted, but it has to work quite differently. [1] https://github.com/godotengine/godot-proposals/issues/4437 [2] https://github.com/godotengine/godot/issues/66231
In Godot 4 Release Candidate 1

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