Godot Engine - Apps & Tools - 2022 Showreel
Godot EngineCited 4× on HN, 2023–2024
demo · general · 2023–2024 on HN
The Godot Engine 2022 showreel of apps and tools built with Godot, with a timestamped list of each project. It shows the engine being used well beyond games.
HN points to it as the official showcase that Godot works for non-game application development.
Up next
10 mo on HNOverwatch Gameplay Architecture and Netcode
GDC Festival of Gaming
16 HN recommender · 2019–2025
9 mo on HNRustConf 2018 - Closing Keynote - Using Rust For Game Development by Catherine West
Rust Programming Language
9 HN recommender · 2018–2023
9 mo on HNA Deep Dive into Nanite Virtualized Geometry
SIGGRAPH Advances in Real-Time Rendering
7 HN recommender · 2021–2026
9 mo on HNHow Crash Bandicoot Hacked The Original Playstation | War Stories | Ars Technica
Ars Technica
13 HN recommender · 2020–2026
9 mo on HNJonathan Blow - How to program independent games - CSUA Speech
Alexandre Franco
9 HN recommender · 2015–2026
9 mo on HNIdeas about a new programming language for games.
Jonathan Blow
7 HN recommender · 2014–2025
7 mo on HNExploring the Tech and Design of Noita
GDC Festival of Gaming
7 HN recommender · 2020–2026
8 mo on HNCasey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake – BSC 2025
Better Software Conference
11 HN recommender · 2025–2026
7 mo on HNMiguel de Icaza: Swift Godot: Fixing the Multi-million dollar mistake #GodotCon2023
Godot Engine
6 HN recommender · 2023–2026
7 mo on HNQuakeCon 2012 - John Carmack Keynote
QuakeCon Official
6 HN recommender · 2012–2018
5 mo on HNCreating a Doom-style 3D engine in C
Bisqwit
3 HN recommender · 2015–2019
6 mo on HNInteractive programming Flappy Bird in ClojureScript
Bruce Hauman
6 HN recommender · 2015–2020
4 comments from Hacker News
I'm happy to see that this usage of Godot has continued. I've been interested in using Godot for application development since I saw their official "Apps & Tools - 2022 Showreel"[1] video. The only concern I see commonly mentioned is in terms of accessibility (lack of screen reader support, etc.) - which could be a major drawback for certain types of software. [1] ▶ this video
I agree Unreal and Unity are not appropriate but I do wonder about Godot. Its early enough where it doesn't have the strong connotations of being a game engine yet. I've seen some cool applications made in it too ( ▶ this video ). So I wonder if you could apply your energy to making it more cross platform using WASM (if that's even necessary) and extend it with your own UI language instead of rolling your own?
It is a good time for send the showreel of serious apps in Godot: ▶ this video I know a free software monitoring tool made with Godot: link link
One of the leading contenders for being a modern equivalent IMO would be the Godot game engine. The Godot editor is less than 100MB to download for many platforms--the recent Godot 4 release also supports running the editor on the web[0] and on Android. Its packaging/distribution story for GUI-based applications is easier & stronger than any other modern programming environment of which I'm aware--in a large part due to the (IMO inspired ) architecture of using per-platform pre-built application templates/shells paired with per-project "data" files that contain assets & script byte code. Godot's modularity, ease of development & distribution has led to it being adopted for non-game applications too: "Apps & Tools - 2022 Showreel" < ▶ this video > I do think the initial "complexity of the programming" for an absolute beginner is probably still at least a little bit higher than drag-and-drop GUI environments like classic VB, REALbasic, VBA or Hypercard. (Primarily from a UI/UX point of view because Godot doesn't directly have the "drag button from toolbar" workflow which I think was key in earlier systems. But it is extremely modular by way of configuration & extension--one intended use case being e.g. specialized feature-subsetted tools for artists.) In my experience it also works really well for iterative development where you can just hack around (from visual & code perspectives) to get something working & then refine it (and using Godot's "Scenes" paradigm for encapsulation). An