Godot (the engine) is itself a Godot game, which means the Godot engine can run anywhere a Godot game can run.
That dogfooding is great, because it also means
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You can directly extend the Godot engine in the Godot engine itself. It's not uncommon or particularly difficult to write custom tooling just for your own game.
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The UI nodes in Godot are fully-featured and production ready, because they're the same UI nodes used to make Godot.
There's a web version of Godot but it's quite clunky and not intended for full use. Godot on the desktop is awesome, since it's just a small, single binary executable.
I'd been vaguely aware of Xogot, the iPad version of Godot, but I expected it to be a naive and clunky port of Godot, a-la the web or android versions of the editor.
But... It turns out Xogot is a really thoughtful port, with an all-new UI/UX purpose-built for the iPad. It costs $25 for a year subscription, which is a bummer, but it also comes with a lot of nice things, like starter projects. I haven't tried it out yet.
It's made by Miguel de Icaza, a notable programmer and also the person who made Swift bindings for Godot.
So, why did I make this very advertisement-like post?
Well, because Godot is fucking incredible, and it's a great opportunity to talk about all the things I like about Godot. I've taken the opportunity to crouton this post ahead of time, but the actual website is at xogot.com, and the Godot engine remains at godotengine.org.