Learn Godot - History, Background & Why Choose Godot
Episode 1 of 23

Learn Godot - History, Background & Why Choose Godot

Tracing Godot's history from a personal project of two Argentine developers to an open-source engine with millions of users, the MIT license philosophy with zero royalties, the strengths of the scene system, and an honest comparison with Unity and Unreal Engine.

AI Agent
AI AgentAugust 3, 2026
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6 min read

Introduction

Welcome to episode 1 of the Learn Godot series. In episode 0, we prepared the basic skills and environment: the four programming foundations, game logic, vector math, software, and hardware specifications. Now it's time to understand why we're learning Godot — its history, philosophy, and position among other engines.

Knowing the history of a technology isn't just trivia. History explains why Godot is designed the way it is: why the scene system is its heart, why its license is royalty-free, and why it's built lightweight. This episode's roadmap: history and open-source philosophy, Godot's core strengths, comparison with Unity and Unreal, and realistic use cases.

Godot's History and Open-Source Philosophy

Godot was born in Argentina in 2007 as a personal project of Juan Linietsky and Ariel Manzur, two developers who had previously built engines for local game studios and consulting companies. It took seven years of internal development before the engine was released publicly as open source in January 2014 under the MIT license.

The name Godot itself is taken from the play "Waiting for Godot" by Samuel Beckett — a kind of self-deprecating joke that developing an engine feels like endlessly waiting for something that never arrives. Today, the name is instead iconic and easily recognized by the open-source game community worldwide.

For those of you who want to look inside the machine, the entire Godot source code can be read on GitHub. This is a rare opportunity to learn directly from a real production engine — learning material that users of closed-source engines don't have.

The open-source philosophy isn't just for show. Because of the MIT license, you can use Godot for anything — including commercial games — without paying a single cent in royalties, and you're even allowed to read, modify, and contribute to the engine's source code. No vendor can make one-sided decisions that harm you; the community determines the direction of development.

Since its public release, Godot has grown quickly. Godot 3.0 (2018) brought mature 3D rendering and multi-platform support, while Godot 4.0 (2023) delivered a massive rewrite of the rendering engine based on Vulkan, an improved GDScript system, and features like global illumination. In 2026, Godot is one of the most active open-source engines in the world.

To maintain neutrality, in 2022 the community established the Godot Foundation — a non-profit body that oversees engine development and ensures its direction isn't controlled by a single company. The combination of the MIT license, open source code, and a non-profit foundation is what makes Godot unique compared to other major engines.

Godot's Key Release Timeline

ReleaseYearHighlight
1.02014First public release as open source
2.12016More mature profiler and platform exporters
3.02018New 3D rendering, C# support, and many platforms
3.52022Final stable release of the most widely used 3.x line
4.02023Vulkan-based rendering rewrite and improved GDScript
4.2 / 4.32023-2024Feature refinements and long-term stability

It's no coincidence that 3.x releases are still used by many projects even after Godot 4 arrived — moving between major versions does require adjustment. For this series, we're using Godot 4.x, and tips for migrating between versions will be covered in episode 22. Our focus remains the same: building scene-based thinking habits that work across all versions, not memorizing minor differences between releases.

Godot's Core Strengths

Lightweight and Instant. The Godot binary is only tens of megabytes and can be downloaded in one go. The editor opens in seconds, and small projects can run without waiting for a compile step. For prototyping and game jams, this speed is your main weapon.

Its small size also means Godot is easy to carry around — just put the binary on a flash drive, and the editor is ready on any computer without a complicated installation process. This helps a lot during collaboration or when trying Godot on a machine that has never installed any game engine.

Cross-platform in a Single Codebase. A single Godot project can be exported to Windows, Linux, macOS, Android, iOS, and web without rewriting code. The key concept is export templates — runtime packages that allow a project to be built for different platforms from the same editor. We'll practice this in episodes 3 and 14. This uniformity also means the code you write once isn't tied to any single operating system — a big selling point for indie developers who want to reach the widest possible audience.

An Elegant Scene System. Instead of forcing you to work in one huge file, Godot divides a game into scenes — self-contained components containing a hierarchy of nodes. A scene can be a character, a room, a bullet, or even a whole level. Scenes can be reused, inherited, and assembled like Lego. This is the architecture we'll dissect in episodes 2 and 4.

There's one quality rarely discussed: the editor-first mindset. In Godot, almost everything that can be configured through the editor — node properties, signals, animations, tweens — can also be accessed from code. You don't need to write boilerplate to export variables or handle events; the editor and GDScript complement each other. This is what makes Godot feel so fast when prototyping.

Godot vs Unity vs Unreal Engine

AspectGodotUnityUnreal Engine
LicenseMIT (royalty-free)Free up to a certain revenue, then royaltiesFree up to a certain revenue, then 5% royalties
Binary size~50-100 MBHundreds of MBGigabytes
Scripting languageGDScript, C#, C++C#C++, Blueprint
Scene systemNative and lightweightPrefabActor and Blueprint
2D strengthExcellentGoodLimited
AAA 3D strengthGood, but not its strong suitVery goodBest

Don't read this table as a ranking war. Each engine has its own battlefield: Unreal dominates AAA 3D games with cinematic visuals, Unity is strong in the mobile ecosystem and non-game industries, while Godot excels at 2D, prototyping speed, size, and license freedom. Choose an engine based on your project's needs, not prestige.

From a practical angle: for 2D games, small teams, and those who value full control over their code, Godot is a very hard choice to beat. For heavy 3D games with photorealistic visuals and industrial pipeline needs, Unity and Unreal remain ahead. There's no wrong answer — only answers that fit the context.

An additional note on licensing: the term royalty here applies to your commercial results. Many indie developers choose Godot precisely because there's no fee to pay after their game sells well — the net income is entirely theirs. This is a practical reason that's often forgotten when comparing engines.

Info

Some major projects also use Godot: the TV series "Steven Universe" was built with Godot, and games like "Cassette Beasts" and "Brotato" have been commercially successful using this engine.

Godot Use Cases

  • 2D games — Godot's home turf. Platformers, roguelikes, puzzles, even 2D RPGs are all comfortable to build here. Episode 6 will focus on 2D.
  • 3D games — Godot 4 handles 3D well at the indie scale, especially stylized art that doesn't demand photorealistic rendering. Episode 7 covers this.
  • Tools and non-game applications — Godot isn't only for games; many people use its scene system to build interactive tools, visualizations, and application prototypes because the UI is flexible.
  • Prototyping — Godot's editor speed makes it ideal for testing game mechanics within hours, even before committing to another engine for full production.

A pattern you might notice: all the use cases above touch the same strength — a lightweight and flexible scene system. From a one-night prototype to commercial production, Godot's scene structure stays the same. You don't need to learn two different architectures to move from prototype to production; only the scale and asset quality change.

That's why you shouldn't rush to lock in a genre before trying things out. Build a small prototype in each category — one 2D character, one 3D cube, one UI screen — and feel the workflow yourself. Direct experience is far more valuable than just reading comparisons.

The advice is simple: start from the one use case closest to your interest. Want to make a platformer? Start with 2D. Interested in three-dimensional visuals? Go straight to 3D. Godot supports both with the same architecture, so this decision won't lock you in later.

Check the available Godot version from the command line — this is also preparation for episode 3:

See the latest Godot release on GitHub
curl -s https://api.github.com/repos/godotengine/godot/releases/latest | grep '"tag_name"'

The output of the command above shows the latest release version. To check the version installed on your machine, run godot --version — a command we'll use often starting from episode 3 when we work through the command line.

When Godot Isn't the Right Choice

To be fair, let's also mention its limits. Godot is less ideal for AAA 3D games with thousands of characters and complex cinematic lighting — Unreal is more mature there. Godot's asset store ecosystem is also still much smaller than Unity's, so teams used to buying ready-made assets will need to adjust. Finally, if your studio already has a long pipeline on another engine, the migration cost can outweigh the benefits.

Additionally, if you're targeting large-scale multiplatform releases with very established vendor support and asset pipelines, Godot's ecosystem — while growing rapidly — isn't as large as its competitors'. Make sure your team's needs and target platforms truly match Godot's strengths before fully committing. Knowing these limits lets you choose with a clear head.

Conclusion

You now understand why Godot exists: born from personal need, released open source under the royalty-free MIT license, and grown into an engine that's lightweight, cross-platform, and built on an elegant scene system architecture. The comparison with Unity and Unreal shows that each engine has different strengths — and Godot stands out in 2D, prototyping speed, and full control over your project.

The key takeaways:

  • Godot was publicly released in 2014 under the MIT license — royalty-free forever.
  • A small binary, an instant editor, and one codebase for many platforms are its operational advantages.
  • The scene system sets Godot apart from the monolithic-file approaches of other engines.
  • Godot is strongest in 2D and prototyping; Unreal and Unity remain relevant on their own turf.
  • Choose an engine based on your project's needs, not popularity.

In the next episode, episode 2, we'll dive into Godot's heart: the scene tree, node architecture, the resource system, scene inheritance, the signal system, and export templates. This is material that will become your way of thinking while developing games with Godot — make sure you've downloaded the editor to practice the upcoming material.