Continued support for 3.x? #5735
Replies: 6 comments 7 replies
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There is still work being done on the 3.x branch. Even though most things are not back ported, some are (mainly the things are are easy to back-port). Furthermore, there probably will be a Godot 3.6. Regardless, afterwards 3.x will still get support. So even if it does not get new features anymore, it will still get fixes. About using 4.0, it might help getting familiar with the changes, and also to spot and report bugs. Yet, using it production remains a risk. Nobody should push you do so. In fact, you might prefer to wait a few minor versions before fully migrating to Godot 4. |
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If there are specific bugs affecting you that you see resolved with fixed in 4.0 but not no plans for backporting to 3.x, then you should consider making a ticket specifically to request the back-port. |
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3.x is the thing to use for any serious project. 4.0 is (IMO) years away from anything which will reach production stage. This opinion is probably not shared by many in the current Godot community, but that's what you get with free software based on enthusiastic volunteers. People get more excited from working on new features (4.0) than from squashing bugs (3.x) which most engineers don't perceive as very rewarding. Yet, a game is a product, and a product needs quality. Any serious project manager will turn a blind eye to Godot 4 for the foreseeble future, despite all the exciting stuff that is going on. The real stuff (if any) happens with 3.x. That being said, we are quite happy with the support of 3.x and the backporting of a the few new features (which I am definitely not very excited about - be it particles or whatever shiny goddes-like functionality is in the works for 4.0). I track regularily the commits in the 3.x branch and kudos to the Community and especially @akien-mga for fine-selecting what can get backported and what not. I am particularly satisfied with the various platform (iOS/Android) bugfixes and evolutions. Last but not least - making a good game is a hard undertaking. It does not depend on the engine or its version. If your game relies on the new features of Godot 4, I suggest you rethink your game concept again :-) |
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For instance: godotengine/godot#54644
This implies to me that 3.x rendering issues are no longer of any concern in favor of development on 4.0. As it happens, I found a workaround for this (shader) so it’s no longer an issue for me, but the implication is that 3.x is being actively depreciated? |
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We have limited resources, and at this point in time it is very important for us to finish Godot 4, and start to iterate on that. We are committed to releasing at least one more minor update to 3.x, which would include various improvements and features, including some backports. But we don't have enough people to maintain both branches with full attention. We are open to give community the means to continue the maintenance of the 3.x branch going forward, while the core team focuses on the most modern version. We are also confident that users who need to release a game with Godot 3 will do so, even long past Godot 4 is out. People still work with Godot 2 to create their titles. And Godot 3 isn't going anywhere, it will continue to work as expected for as long as you can download and run it. But it cannot be developed forever. And not every fix can be backported to 3.x. We actually don't close important issues which still plague 3.x even after fixing them in the |
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It's not extremely concerning especially if you only need stable environment and no new features (which is exactly what I want). It will get updated as long as there are people who want it and also people who can work with it. In contrast, Godot 2.x received around 3 years simply because it wasn't as popular as what 3.x is today and virtually none of serious projects shipped with Godot 2.x. It's not fair judgement to say that 3.x will be abandoned sooner or later especially when there are already many serious projects that need maintenance already shipped with 3.x, and 4.x still has significant number of bugs and imperfections that still make 4.x unfavourable such as currently broken HTML5 support, IK support, and legacy GPU support. Even then the lifespan of 2.x is still the same as major versions of Unity. Ps., I still have GameMaker: Studio 1.4.9999 running til this day since HTML5 export is still working just fine, and Godot pretty much has more advantages on this since maintainers already planned to maintain support until virtually nobody in the community wants it. |
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I've noticed that since 4.0 entered beta, there's been a greater amount of answers to problems with 3.x resolving with fixed in 4.0 or no plans for backporting to 3.x. For many years, when anyone asked if they should wait for 4.0 to be released or start working in 3.x, the answer was always to start now as there would be no guessing when 4.0 would be released, but now the inverse seems to be true... if something doesn't work in 3.x, we should be porting to 4.0. Having worked over the years with unstable, bleeding-edge software, I can safely say I would never trust production work in a tool that was still in beta, but right now 3.5 feels as though it's being dropped in favor of a much less stable option. Also, the fact that most addons haven't been ported to 4.0 yet and the API is still not 100% finalised, I think many people will still be relying on 3.x for a good few years until 4.0 is as stable and road-worn as 3.x.
This isn't to say the work on 4.0 isn't awesome and should definitely be where future development is focused on, I just wish there was a little bit more emphasis on what was the only version of Godot until a few months ago... hopefully still plenty of good innovations can be considered for backporting (if possible, and if there's anyone available to provide it).
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