Submitted by twovests in games

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

  1. 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.

  2. 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.

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