Future Godot, C# and Godot 5.x dev plans questions #11708
WithinAmnesia
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I'd suggest cleaning this up as it's just the same message you posted in an issue report previously and is very confusing when posted as a discussion |
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I want to ask the Godot devs a larger set questions regarding the future dev cycle of Godot and Godot 5.x dev plans. This is for the wider creative dev community and make it easier to convince people (mainly commercial / senior devs) in the industry to start using Godot more in the near future. I want to be able to give these senior talented people proper up to date answers / quotes from 2025 by talented Godot engine devs like yourselves. So I figured it best to just go to the source to ask directly about Godot's future fate. I was given some advice and redirected here to the proper Godot dev channels from: godotengine/godot#70796 and from https://chat.godotengine.org/channel/general
I am sorry to bug people too but I figured it best to go to the source and get various creative community future Godot dev direction concerns sort of done and taken care of with. So I and others can share it with the rest of the creative community in regards to where Godot dev staff are doing for 2025-2027/2028-2030's+ / into the next console gen come 2027/2028+. (I keep getting bugged and I wish to be able to give proper answers to the creative community devs to properly advocate for Godot's macro leadership. So I figured to just get a proper answer to handout / give / share to the wider creative community devs going forward given the lack of discoverable info on the direction of Godot in the next ~2-5+ years).
Is this C# web export problem a reason to make Godot 5.0 start more development? As in with this case if Godot 4.x cannot realistically add proper C# web support in the future / operate with C# web in a way that is native / without large difficulty / poor ergonomics to the majority of Godot devs?
Would this make a Godot 5.x seem closer to a 2027-2028 kind of target window for the general public release? As in if there are too many deep rooted issues to use Godot 4.x for major future proofing for the 2030's? As in would this require a rebuild for better future proofing to start in the current dev cycle (to better solve issues such as C# web in the future)? If Godot 5.x is on the march sooner or later would a dev cycle sort of follow the same pattern as Godot 3 to Godot 4 public release? Also why is there no Godot 5.0 in the Godot issues milestones https://github.com/godotengine/godot/milestones if it is in the proposals https://github.com/godotengine/godot-proposals/milestones ? I wish I could give people proper answers or add it myself but I'm more a creative community dev / old guard to mmo devs and less of a tool dev / Godot engine dev but I think this Godot 5.0 issues milestone would help people make plans moving forward.
I heard rumors of a C# Godot core rewrite for Godot 5.x to better handle C# / web / massively multiplayer / proper servers networking templates / proper multiplayer documentation / proper industry standard multiplayer support and major future proofing for late 2020's / early to mid 2030's and a better focus on large scale projects / proper steam support / better support for industrial scale projects. Specifically with help / more project donations from big movers of the industry in regards to get Godot more in line to support industrial scale game dev staff already trained with C# from Unity and Unreal etc. This has several reasons such as big studios with already trained senior staff to avoid future royalties / fees and so Godot can better compete in the near future with the big older closed source game engines from the creative community.
As over the past year or so talking to the creative community with and without Godot discord, forums, reddit, twitter, youtube, twitch, GitHub, email / talking and other places where large scale creative community / dev community places are I heard of a large demand from commercial / professional / not-indy / senior old guard game devs to mainly use C# instead of GDscript.
As in many creative community dev conversations had shared common points as it would be common to hear from senior game devs talking like in a chat where they go ~Yeah Godot is great but they wouldn't use it due to the dependency on the limited range GDscript and it has onboarding issues so they stick to Unreal / in house engines for serious large scale projects. Yet if Godot had better not-GDscript parity / full C# and C# web support they would think of serious applications to use Godot for making industrial scale game dev to help their large studios / better fund / donate to Godot's dev cycle. What is the status / current line of thinking regarding these issues with Future Godot dev / Godot 5.x?
[Note: I was recommend in Godot Contributors chat to make separate issues but I figured to keep this original post discoverable and perhaps make iterations / separate proposals / issues when needed and to them properly to help the creative community. Also any advice / feedback is welcome and please feel free to ask questions and share ideas, best of luck.]
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