When comparing Godot vs Lumberyard, the Slant community recommends Godot for most people. In the question“What are the best 3D game engines?” Godot is ranked 1st while Lumberyard is ranked 29th. The most important reason people chose Godot is:
Every property can be animated.
Ranked in these QuestionsQuestion Ranking
Pro Integrated animation editor
Every property can be animated.
Pro Fully dedicated 2D engine, no hacks
Godot has a mature 2D engine with many features used by modern 2D games.
Pro Unified game editor interface
All the game development work is done inside one program: the engine editor. The scripting is done in the same program. No need for Eclipse or other front-end editors.
Pro Can be deployed to multiple platforms
Deploy games to desktops (Windows/OS X/Linux), smartphones (iOS/Android/BlackBerry), and the web (HTML5 via Emscripten).
Pro Built-in physics
Add physics to 2D and 3D scenes, through rigid and static bodies, characters, raycasts, vehicles and more.
Pro Under constant development
This engine barely released one year ago has more than 1000 forks on github and about 100 developers. Not only that just a bit of browsing trough issues you will quickly find out the dev community loves new esp free technology and does not shy away from completely rewriting parts of the engine. The audio engine is being completely rewritten to use threads and so forth.
The executable is portable and less than 40 MB in size.
Pro Free and open source
Godot is licensed under MIT license. Anyone can grab the source from https://github.com/godotengine/godot, and compile the engine themselves.
Pro Editor and runtime are fully cross-platform
You can run Godot on all 3 major operating systems (Windows/Mac/Linux) and build your game to all available platforms from each without any platform-specific work needed. All platforms including Linux are supported first class.
Pro Fun to use
An important aspect that can't be grasped without using the engine for a few days. The Interface is evolving nicely and making games is just fun.
Pro The list of supported languages is growing
Officially, Godot supported languages for now will be GDScript, C#(Mono), VisualScript and C++.
Pro User friendly UI for all your team
Non-programmers (musicians, artists, etc) can join the development easily.
Pro Instancing and node concept makes sense
The node and the instancing concept work very well and helps developers to structure content efficiently.
Pro Drag & drop interface
Many parts of the editor allow you to drag & drop, which makes working with assets and scene trees a joy.
Pro Easy to learn scripting language
Godot has their own scripting language called GDScript. The scripting language is easy to learn with Python-like syntax, but it is not Python. It's very powerful, easy to learn, and it's free of unnecessary things because it was custom built for optimized integration with the Godot Engine.
It can be used to add custom behaviors to any object by extending it with scripting, using the built-in editor with syntax highlighting and code completion.
A built-in debugger with breakpoints and stepping can be used and graphs for possible bottlenecks can be checked.
Pro Internationalization of the editor
You can change the language shown in menus. Godot translations: https://hosted.weblate.org/projects/godot-engine/godot/
Pro Really good community
The community is great and really cares about the engine. It is easy to get help and to be part of Godot's future.
Pro Friendly towards Version Control Systems
The engine is build not only to support version control but to really use it. Scene files for example which usually get compiled into some sort of unreadable data stay in a text format - that way you can actually see your changes in a version control system like Git.
Pro Creating editor tools is a breeze
Godot Engine is itself a Godot game. By adding the "tool" keyword to the top of a script, you can design extensions for the editor itself INSIDE the editor. Integrating these editor scripts into a bundled plugin for sharing is extremely easy to do.
Pro Built-in documentation linked to the internal ScriptEditor
The editor has a fully searchable index of class API documentation for everything the engine offers (NOT just a web interface). You can easily open the documentation for any class by Ctrl-clicking the class's name in the in-engine text editor for scripts.
Pro Simple and readable codebase
The engine's source code is easy to read and understand with a self-documenting approach to code design. You don't have to wait months or years for other people to fix an engine bug that is important to your game. Often times, you can spend an hour or two of your own time to fix whatever problems you encounter yourself.
Pro Easily expanded scripting system
With 3.0's addition of NativeScript and PluginScript via GDNative, developers can easily define bindings for new scripting languages. In addition to the primarily supported C++, GDScript, VisualScript, and C# languages, the community has contributed D, Nim, and Python as well with more on the way.
Pro Scene Based editing
Godot gives you the ability to create scenes to make your life easier, with reusable objects and things you want to incorporate in your games. This makes the game making processvery streamlined and organized.
Pro No royalty charges and completely free
Lumberyard is free and has no royalty charges.
Pro Free development license, including source code
Full source code for Engine Editor and every tool.
Pro Landscape editor
Sculpting and painting tools for terrain and instanced details.
Procedural generation of terrain.
Pro In-editor 3D modeling tool for fast level prototyping
Very advanced 3D prototyping tool with many modeling features and UV mapping support available. If you want you can build any kind of fully textured static mesh without relying on external tools.
Pro Modular system
To easy add and remove modular functionalities to a project and easy share them.
Modules are called Gems and can contain code and/or assets.
Pro Easy to create full realistic natural environments
Thanks to built in terrain , time of day, ocean and volumetric fog systems. There is also a gfx pack with various environmental meshes , cloud , particles, materials and skyboxes.
Pro Cloud gems
Online oriented plugins composed by both client, server and administration components to easily add various online capabilities without further work (es leaderboards, login, message of the day, downloadable contents).
Since version 1.7 they has been released at a steady rate.
Pro Uses AWS cloud
Other than common aws functionality it supports game specific Game Lift for autoscaling game servers.
Pro New Fbx Importer adds support for every software exporting in fbx
It now works for both static models and animations and support advanced setups(es lods and physics).
Pro Roads and Rivers Tool
Built in support for roads and rivers to ease the design of rich game environments.
Pro Rendering of volumetric fx with full light and shadows support
Global environmental volumetric fog and/or hand placed custom shaped volumes with featuring full lighting and shadows.
Pro Very Flexible Base Shader with many built in techniques
Tessellation and Displacement.
Various Parallax Mapping techniques(POM siluette).
Translucency and Sub surface scattering.
Advanced uv transformation and animation.
Pro Flexible uber shaders with cache and hot reloading
You can modify shaders while testing the game.
Shader files are modular and annotated to setup the material editing gui and filter out mutually exclusive options. All shader permutation are compiled almost instantly from the asset processor and cached for later use.
Pro Advanced VR support and VR Samples to bootstrap your project
Advenced stereoscopic reprojection to save rendering time.
Pro Total Illumination v2 Realtime GIobal Illumination
Realistic looking lighting bounces.
It doesn't require long offline precomputation times like other static and dynamic GI solutions based on lightmaps or other similar techniques.
Pro Built-in Twitch support even by visual scripting
You can create games that react to keywords entered in a designated Twitch channel and let streamers to invite targeted viewers into their game sessions on demand with ease.
Pro Very lightweight and scalable entity component system
Multiple entity contexts, reflection, serialization, replication, script binding, event bus (EBus) messaging, fully cascading prefabs (slices).
Every reflected property can be fully exposed in the editor with a customizable gui control and can be animated in the built in animation tools.
Pro Specular reflection antialiasing
Implements the most recent technique available (published in 2017) from Anton Kaplanyan.
Pro Amazon has announced 3 in house games using it developed from Amazon Game Studios
As a proof of how much Amazon is committed to the project.
The first game Breakaway (e-sport and streaming oriented fast paced MOBA) is actually in beta stage.
Pro WWise LTX Audio
It is still possible to use the non LTX version with few changes.
Pro Lua scripting with the built-in IDE
Built-in Lua editor with remote debugger to debug Lua scripts running in any device.
Pro Cutting edge character shaders
Has skin shaders with subsurface scattering and weighted wrinkle maps, eye shaders with refraction parallax, hair with anysotropic specular reflections, etc.
Pro Advanced in-game UI with 2D and 3D placing
The UI uses the entity component system so it's fully modular and easily expandable. The UI is easily skinnable and supports border scaling images (scale 9). Powerful layouting system supporting multiple screen resolutions. Being based on the entity system every property can be fully animated.
It is elegantly managed in a separate entity context so it doesn't get messed up with other kind of entities and their components like in other engines, but it's fully decoupled communicating with entities in other context on specific event buses.
Pro Every aspect of the engine is made with scalability in mind
Multiple grain of control over any kind of engine setting and various kind of Lod systems. Settings can be grouped and applied in batch.
Pro Cinematic multitrack tool with full featured animation editing
Animation Spline editor supporting huge range of keyframing and tangent editing tools.
Pro Virtual file system with live reload on any device
Optimized versions of assets can be streamed live to any device connected over the network.
This makes possible to implement asset types that hot reloads reducing drastically the time to test new content and little changes on device.
Pro Is the first engine to feature SpeedTree 8
Pro Full HDR renderer path with output support for HDR tv standards
Updated renderer pipeline to leverage the full spectrum of precision, luminosity and image processing features of the latest HDR tv.
Pro Implements the state of the art for Temporal Antialiasing from NVIDIA Research
Special iteration of Temporal AA to battle the ghosting issue omnipresent in engines using other Temporal AA techniques.
Pro High quality free assets packs
Amazon made available a selection of triple A quality scenes filled with high quality assets.
Pro Perforce versioning system pre-integrated with the tools
Perforce also comes with a free version for a limited number of team members.
Pro Order independent transparencies
A must for problematic things like hair , vegetation and scenes with complex solid transparent objects(es glass of water with ice cubes).
Pro Slices a very powerful nested prefab system with hierarchical property inheritance
Modular workflow and flexible cascaded propagation of changes.
Con C++ Engine API not very friendly
The base C++ code from Godot is not documented, it's hard to set it up, to compile and hard to extend, it could use better programming standards.
Con Tileset management could be more efficient
The tileset creation and management is lacking common features found in more developed tileset managers. However, it features support for Tiled - the only downside being that it is an external program.
Con No built-in way to import atlases
Godot does not have an easy and automatic way to import atlases created by other tools. However, there are plugins that can be used to import atlases from other engines.
Con Very bad documentation
The documentation is poorly written, and has very few examples of real application and even fewer design guidelines about how to program a game in the engine.
Con 2DPhysics is weak compared to Box2d
Box2d has much more features.
Con Strange terminology at its base
Scenes can be made up of other scenes. That makes some sense. But even the smallest object (or prefab or asset) in a scene -- such as that spoon on the table or the marble on the floor -- is still called a scene... except when it's called a node. This is a bit odd for those coming from other engines. With all the great decisions behind the basic design of this engine, the choice of this term from all the potential other terms out there seems really out of place and only serves as a constant reminder that not everything about Godot is great.
Con No console targets
Given that you can target both desktops and consoles with the same code base in other engines, the lack of support for consoles in Godot is pretty hard to get past if targeting desktops for a game. But asking for an open-source engine to target consoles is probably too much to ask. But it would be interesting to see some legacy consoles targeted even if current ones cannot be.
Con NoAdmob or other AdNetwork support
Godot has no native support for implementing advertisements into your game.
Con Difficult to optimize
Godot has an OOP architecture. Everything is an object internally and data is spread among many classes, thus it's difficult to optimize (i.e. not cache friendly, difficuly to vectorize or paralellize, etc).
Read about "Data Oriented Design" for more info about the problems and solutions.
Con OSX app is a mess
Instead of one contained folder/file with an icon per normal it is a mess of files which is not at all suitable or distributable without further work after every compilation.
Con Hard for a Unity user
Coming from a Unity background, Godot engine is hard.
Con Some Legacy systems are still incompatible or not fit well with the new entity component system.
At first it is common to try a feature and then understand that it is meant to work with the legacy system and not with the newest one.
Legacy systems get replaced or updated to work well with the new entity component system in every new version, but there is still some work to do.
One example for all Flow Graph visual scripting is meant for the legacy entity and Script Canvas is the visual scripting conterpart for the new entity system, but it is still not available at the moment.
Con No source code repository with updated development branch (requests for Github support currently pending)
You need to wait up to 30 or 60 days for fixes as they are shipped with the next official release.
There is no comfortable way to submit fixes and changes to the engine as the forum is the only tool for sharing code.