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Get Godot: like Unity, but open source

Tuesday, February 11th, 2014 | Posted by Jim Thacker

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Okam Studio’s 2013 games reel. The Argentinian developer has just released Godot, its in-house engine, which it describes as having a feature set “similar to Unity”, under an open-source MIT licence.

Argentinian developer Okam Studio has released Godot, its in-house game engine, as open source. Developed for over a decade, the engine has been used in production on PC, mobile and console titles.

According to the company’s post on gamedev.net, the engine is “feature complete and fully usable” and “has a similar feature set to Unity” with a “little less stuff on 3D front, much more stuff on the 2D front”.

So what does ‘similar to Unity’ really mean?
In practice, that means a contextual editing environment, built-in script editor and debugger, support for animation editing, blending and trees, a physics engine, and a renderer with occlusion and post-processing.

The editor runs on Linux as well as Windows and OS X, integrates with standard version-control systems like Git, Perforce, Mercurial and Subversion, and exports to PC, Android, other mobile platforms and HTML5.

Without testing, it’s difficult to say how similar it really is to Unity, but Okam Studio’s own titles – largely point-and-click adventures and mobile games – are fairly modest in scope.

However, the firm has signed a co-production deal with Square Enix Latin America.

Get it now from GitHub or the new dedicated website
The Godot engine is being licensed under an MIT licence, meaning that it can be reused within commercial games, proving they include a copy of the MIT licence terms.

Not surprisingly, a lot of people are excited by this – not least the ‘like Unity, but free’ part – so the links below may take a while to load, but you can grab the source code from GitHub while you’re waiting.

Read a full list of features in the Godot engine

Read the online documentation for the Godot engine

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  • Hirazi Blue

    Looks interesting, but one would expect that at release time more of the documentation would be online than currently seems to be the case…

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