Can GTA 6 Be Made With Godot?

Many people will think that my post is a joke or a troll, but it is not. Can Godot really create AAA game-level content and shoulder the burden of his project? Tens of thousands of lines of code, thousands of models and stability..

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Definitely!
Rockstar has their own game engine RAGE since they released their table tennis game and the GTA IV, but on top of the C++ or C# engine they are using a scripting language like everyone else for the game’s content. Likely they have their own (or even multiple) DSL for parts of the game that are similar just to ease their workflow. But, none of that proprietary engine is completely unique or non-reproducable with Godot.
In a worst case scenario when building such a large Godot project and hitting some roadblock, you’d just throw a few days, weeks, months at optimizing the open source engine.

godot is open source, this mean you can do everything with it, tho some things might require changing engine’s source-code, or pretty much creating new engine, ig it’s not that bad if you talk about making AAA games, just it’s hard

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We’re starting to see more and more 3d games made with Godot. You could look into something like Road to Vostok to see what a solo developer is caple of doing with Godot.

Out of the box Godot’s not going to be able to do something like GTA because currently Godot doesn’t have asset streaming and there is a cost to adding nodes to the scene tree. Adding scenes with a large amount of nodes will reduce frame rate momentarily. There are someways to work around these issues of course, but they’ll be custom solutions.

Just as a side remark; nodes are optional in Godot. You can do everything via server calls without ever touching the default scene tree.

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Will be very bad for map design tho xD

That never stopped certain older games! cough stalker series cough cough

Depends what the “map” is :smiley:

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GTA 6 isn’t certain old game cough cough cough

Big open world map that replicates a 30-ish square miles city :cowboy_hat_face:

I can feel writing the position of each model by hand : |


@tibaverus won’t take too long…what you say :upside_down_face:

How about writing a custom system where it will take a 100k res white and black img of the city and place every model automatically?

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I wasn’t talking about GTA 6 in any way, just said that certain developer teams, especially a while ago, sacrificed ease of map making for other elements of the engine / game.

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Well, yeah.
They are GOATs fr

No .. Yes .. Maybe ….

With GDScript? Not a chance, forking the engine? Maybe.

Also none of us have actually seen GTA6 running yes in front of us, live as it were. I very much doubt Godot could handle some of the graphical effects, or the streaming of data, even with tweaks to the engine.

That’s why we have procedural generation. It’s nether editor nor writing by hand. It’s magic.

You can do quite a lot with RenderingDevice, even from GDScript.

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Ok, I’m a bit late, but if you’re seriously planning to make a GTA 6 scale game in any engine, then Godot becomes the LEAST of your problems.

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No doubt, the main issue would probably be the streaming of data.

Point is that fundamental changes would need to be made to Godot to get GTA6 running I would imagine, and and such in its current form Godot would struggle.

Its like saying that Star Citizen runs on CryEngine. Technically thats true but is a version of the engine thats almost certainly unrecognisable from say 15 years ago.

Hmm… Could a ZX80 be programmed to beat Deep Blue at chess, I wonder..? Hmm…