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Godot 4.6 Release: It's all about your flow

by makepanic on 1/26/2026, 6:32:47 PM

https://godotengine.org/releases/4.6/

Comments

by: WillAdams

Is there anything in this which will make it easier&#x2F;better to make GUI applications?<p><a href="https:&#x2F;&#x2F;github.com&#x2F;derkork&#x2F;openscad-graph-editor" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;derkork&#x2F;openscad-graph-editor</a><p>kind of has me considering using Godot for creating a drawing program....

1/30/2026, 2:13:54 PM


by: mieko

For 3D, the return of in-engine inverse kinematic nodes (SkeletonModifier3D descendants) has been a big deal for me.<p>The old 3.x system was a mess, so it was dropped in 4.0. The community filled a lot of the gaps in the meantime, but having the new system (in-engine) is great.<p>I&#x27;ve been working with it for a few weeks from git master, and everything just works as I expect. It definitely needs some more user-level documentation, though: if I hadn&#x27;t been following development, I don&#x27;t think I&#x27;d know what everything does, and if someone were new to IK generally, it&#x27;d be hard to get off of the ground.

1/30/2026, 1:56:43 PM


by: brooke2k

wow, this release looks really cool! this part especially:<p>&gt; With the new LibGodot, you can now embed the engine directly into your own applications. Instead of running Godot as a separate executable, you can control startup, manage the engine loop, and integrate it seamlessly into custom workflows.<p>it might seem like a small thing but the IoC setup of Godot makes it really annoying to build certain game infrastructure (specifically in my case, automated testing) because everything is beholden to the main engine loop, to the node tree getting mounted, etc. being able to take control of that and have the engine run under your own terms is super cool.<p>that being said, I&#x27;ll probably wait for a couple versions before trying it out on my game since I&#x27;m sure it&#x27;s not exactly battle-tested yet

1/26/2026, 6:53:57 PM


by: jokoon

I am curious to see how much the editor have been increasing in executable size after each version

1/26/2026, 7:33:33 PM


by: roflcopter69

I&#x27;m pretty excited about libgodot! Let&#x27;s see what use cases people can come up with for it.

1/26/2026, 10:18:56 PM


by: eudamoniac

They&#x27;re still quintupling down on their sad Python-lite clone language and toy inbuilt text editor, what a damn shame. Still no way to avoid GC in C#. Godot had real potential, but they continue to insist it is a playground for learning about game development, rather than a tool to release a real game. If a fraction of gdscript and editor manhours had gone into real engine development, it would be better than Unity by now.

1/27/2026, 12:28:20 AM