Godot bros...is it our time?
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that's a lot of poojets
Unitychads... what happened?
What everyone already expected and knew would invariably happen given the state of the industry; the state of Unity as a platform; and the altogether shit-stain attitude of Riccitiello towards the video games medium.
Unity has always been an unstable and bloated mess. Even LTS releases can't stabilize their shit software.
There was an LTS version that crashed every time you hit ctrl+z in the prefab editor
This shit is why I use Gamemaker for 3D
I should honestly probably switch to Godot
I really disliked 3, but 4 made a ton of small improvements that really added up to make something really effortless to work with. Also, realizing that the node systems are basically just unity components but not hidden in sub menus eventually helped me wrap my brain around them.
You could also crash one version of Unity by right-clicking the play button (instead of left-clicking). not sure if they labeled that "LTS" but it makes zero difference at Unity. their idea of LTS is "only a few errors in the console when you start a brand new, empty project".
They kept adding useless features that only work on specific builds of the engine while ignoring long term problems.
What do they mean I have to download navmesh components from GitHub? Why are they not built into the editor, even though they already have a built in navmesh system?
UE5 came out, and is pretty much just as drag n drop.
Unity allowed anybody to publish for free, Unreal started to offer more features people directly wanted
Unity stagnated pretty badly for the last 4-5 years, or longer. Just offering a barebones engine isn't enough, especially when you compare to options like UE that give you a ton of tools/documentation and make it really easy to actually make games instead of spending all your time learning c+. It seemed like the company had no interest in developing Unity to be a competitor. I knew for sure that Unity was in trouble when a bunch of game companies, big and small, which had made several games in Unity switched to UE for their more recent ones.
This is very true. UE4/5, right now, is being used by architects, product designers, car designers, basically anyone who draws products that will need marketing footage. Being able to work in a relatime environment is huge change, and UE is looking to take over from the likes of Enscape and Lumion. UE is also being used on the sound stages for stuff like the Mandalorian where they use a live projection on screens instead of a bluescreen.
>I knew for sure that Unity was in trouble when a bunch of game companies, big and small, which had made several games in Unity switched to UE for their more recent ones.
and now they ship 30fps moviegames that look like shit
much better than a 60fps game that looks like it's running on a PS2.
>especially when you compare to options like UE that give you a ton of tools/documentation and make it really easy to actually make games instead of spending all your time learning c+
is it opposite day? all of this absolutely sucks in ue
there was a moment before going public where they were doing pretty well pushing the visuals the engine was capable of to a level where they could've competed with unreal had they kept improving it but yeah it stagnated hard
Yes shill, keep pretending free access to shit like Datasmith or Quixel is bad
losing market share in the high end thanks to unreal engine and losing market share in the low end thanks to godot, like who the frick uses unity to make games anymore
>Alright guys, our new feature set just entered early alpha, lets depreciate the current system in place
useless bloat and shareholder pandering not to mention selling out
yeah but WHO got layed off?
why would I care if 600 HR fricks lost their job compared to 600 developers
I don't think they had 600 developers. I mean... I HOPE they didn't have more than 100 developers because damn. imagine the absolute state of the engine being what it is and there are hundreds of people whose "job" it is to make the thing work? all that wasted time and effort would be positively nightmarish. hundreds of people working tirelessly to make the engine worse with every single update, add more bugs, split the features up into more "pipelines", clutter up the UI... almost lovecraftian, in a petersonian sense.
There's probably some kind of curve for software development where the more people who have working on it the worse it will be and the longer it will take
kind of
one of the big issues with software development is its massive onboarding process, u can't hire a developer and having them getting actual work done on day 1, im not talking about them needing experience or training but they have no clue about the code base they are working, the coding standards they need to meet, review processes, and the development pipeline
so it can often take months for them to be able to start doing anything, usually taking up time from other developers to get them ready
and because SWE's change jobs every few years, its basically like 1/3 of everyone there is getting brought up to speed to be able to even start working
yeah there's a book about that. it's pretty well known. it's also fifty fricking years old.
https://en.wikipedia.org/wiki/The_Mythical_Man-Month
Sounds more like a management thing.
A task can only be broken up so much. But a thousand devs working on different areas sounds good.
it is a management thing, I work under a good manager and things run smoothly, but I know people that work with no managers at all and their projects are all kinds of fricked up
they've been buying companies and are now removing redundant jobs
they've been bloating up the company's value so that the investors can cash out and leave the corpse to rot with all the bad decisions that led up to it
Why Godot instead of Unreal Engine 5?
Personally, I just can't get into UE's UI design. I prefer minimalist UI like Godot
open source
free
community driven
Overkill for 2d and most 3d that indies or hobbyists are capable of producing.
unreal still needs some serious work
Godot does too but it's lightweight and good for indie shit
Unreal is going to have some insane potential once they finish their custom script and ween it off blueprints.
In general I think Godot 3 and Unreal 4 are the best engines out right now
>ween it off blueprints.
They are doing the opposite.
they said it's a temporary solution
Where? Seems to me like most Indies see it as unreal's major appeal.
morons see it as an appeal. Everyone who can code sees it as unnecessary bloat that should be removed to make the engine better.
Okay, but where have they said anything about it not remaining the primary method of interaction with every aspect of the engine?
No they didn't.
Besides, Blueprint is the reason why 3d artists are using this engine instead of Unity.
Most of them don't do coding, but the Blueprint's node based UI was designed to resemble the rendering UI they normally use to do shading for their 3d models.
you're just to moronic too understand code
Actually it's the moronic coders like you that can't understand C++ that are still hanging on to outdated engines like Unity and pulling other people's legs.
Just like, if you can't draw with a pencil and paper you shouldn't call yourself an artist at all, but half of the people who call their selves Level Designers, are just fricking morons playing LEGO with scanned assets bought from asset stores.
"Unity devs" especially the indie tier ones are basically at this level.
It's not about understanding C++. C++ is shit to develop with.
I can’t name a good game made with UE in the last few years
Reality is that both of them are shit to work in compared to Unity. Unity is just super fast to develop in which makes me really unwilling to move to something else. Maybe by the time the LTS version of Unity becomes unusable Unreal will have reworked itself to be less of a pain to work in.
Can you give me an idea of why Unreal is so bad to work in? I'm looking to move from doing 2D games in GameMaker to a 3D engine and was weighing my options between Unity/Unreal.
I feel like Unreal as a platform has the most real world applications - ie is also relevant outside of game development.
>ie is also relevant outside of game development.
lmao what
Unreal is used by quite a few companies that need both interactive and non-interactive 3D scenes and animations to showcase their products. Just knowing Unreal at a good level can land you a job at a company that's completely unrelated to game development.
He's not wrong. Even outside of training applications; architecture is one example I've run into personally.
Everything you do in it takes a long time. There's a lot of waiting. Documentation is bad. The way c++ interfaces with the engine is bad making for a lot of easy mistakes to make leading to crashes and you spending forever trying to figure it out because of the poor documentation. Oh and have fun waiting forever relaunching the editor after a crash.
Lightweight, scripts in both Python-like and also C# APIs for whichever brand of autism you prefer, FOSS. And I'm a hobbyist who never plans on anything more than PS2 era graphics so Unreal is overkill.
>And I'm a hobbyist who never plans on anything more
This is my only issue with Godot - nobody apart from very small indies seems to be using it, even Gamemaker is more widely used at enterprise level than Godot.
I recently googled top 20 commercial Godot games and apart from Cruelty Squad I think I was vaguely aware of like 2 others. Why does nobody seem to be making any actual games on it?
I started to look into Godot more because of cruelty squad so even a moderately successful indie game can change perceptions. Game Maker is way older and got undertale made in it.
It's true that Gamemaker is a much older engine, but even so: I can name like 8 break out hits made with it off the top of my head, while I couldn't name a single one apart from Cruelty Squad which has likely sold more than every single Godot game combined.
ugly logo
You underestimate how slow companies move and the inertia experience/knowledge can give workflows. Also, frankly, for big games unreal is hard to beat.
Tutorials and console development are also huge factors. In the indie space, it'd be financially pretty silly to exclude the switch right now for example if you're looking to make some money off it.
What does Unity do to need 600+ people?
Is this because Unity is actually in trouble?
Or are they pulling a twitter and firing all the people they had doing ultimately useless jobs.
Answer me this, what's up with that janky, annoying, all-over-the-place collision and gravity system that for some reason is present in 90% of unity projects out there?
Is it a built-in system? it pisses me off just by looking at it.
wtf are you talking about? basic physics?
Yeah, that, couldnt find the word for it kek.
no really, I'm curious since I use Unity and physics are important to me. can you describe some examples for "janky, annoying, all-over-the-place collision"?
Basically this
Those physics look very mediocre and stupid and you see them in almost every low/mid quality Unity project
softbody physics are extremely rare in games. did I miss a trend of indie 2D games suddenly adopting soft body physics due to that tutorial video? lmao
frankly I don't keep up with 2D games at all. the only 2D game series I play is Trine and the graphics aren't even 2D, just the gameplay.
They're talking about the way rigid bodies and colliders are handled
The source of countless amounts of Unity Game Engine jank.
It's So fricking dumb you need rigidbodies for a TRIGGER collider.
only if it's moving. a static trigger doesn't need a rigidbody component.
if that bothers you you should use the Cast methods like Spherecast or Boxcast. that's probably what you're really looking for any way if you find yourself moving a trigger collider.
Boxcast was incidentally what I ended up doing.
I'm just pointing out how absurd it is you need to attach a physics component to a trigger component. Unity does have support for stuff that works but there's constant instances where I prefer making my own scripts to carry out a function over the built in garbage.
>I'm just pointing out how absurd it is you need to attach a physics component to a trigger component.
I don't see that as absurd. the logic "has a rigidbody = needs to be checking for collisions" is simple and intuitive. in order for two things to collide at least one of them has to move. and that's exactly what's required to elicit a collision in Unity - at least one of the colliders involved in a collision must have a rigidbody. if you were moving a solid collider you would attach a rigidbody. why not attach one to a trigger? the rigidbody will be kinematic so it's not like you're paying for any forces or velocity calculations. a trigger with rigidbody is not as expensive as a regular collider with rigidbody, in case you thought that.
Player should be the one that has the rigidbody and triggers should be on things you want to collide with the player, they don't need rigidbodies. Set your collision layers so that you're only hitting the relevant shit.
Unreal engine performs horribly, even for AAA
Unity has no future.
Unity as a game engine as it is now is technically usable. However, there's no future. It won't improve anymore.
Consider this:
- They merged with an Israeli malware ad company
- Unity CEO is the ex-CEO of EA back when they were voted twice the worst company in America
- Unity CEO called developers "fricking idiots" for not adding shady microtransactions and ads in their games
- Most of Unity's revenue is not from their game engine, but from mobile ads
- They shut down and fired the Gigaya dev team, one of the most anticipated and promising projects for Unity gamedevs
- No native multiplayer network support
- Three UI systems: two of them deprecated, one of them still in alpha and is unusable. Official Unity documentation says to mix UI solutions!
- Two input systems: one deprecated, one still in alpha and unusable
- They promised a lot of features and it's been years but still nothing
- Their roadmap is a complete mess, no one knows what they're doing
- Their company is public after IPO, meaning shareholders and making money short-term is the highest priority
- There has been three major layoffs within the last year so far, the most recent one laid off 600 employees, or 8% of its workforce
Contrast that with something like UE:
- Buy companies/tools and smartly integrates it and provides it to the devs (Quixel, Metahuman, etc)
- Releases amazing features that improves the engine: Nanite, Lumen, etc
- Private company, they're focused in long-term investment and don't have to answer to short-term thinking shareholders
- They have Fortnite, a battle-hardened AAA game they developed and therefore knows exactly what devs need/want from a game engine
Basically, Unity focuses on making money in the short-term to appease shareholders. They'll focus on mobile ads since that's their highest revenue. They proved it by merging with a malware ad company.
There's no future in Unity.
so many features of unity just don't fricking work, or they don't work and you need to download an official alternative, which you wont realize until you try to learn & use the thing that doesn't work, even worse, sometimes that alternative doesn't work either
unity is really fricking shit and I had to spend a lot of time writing porting libraries in as plugins because their shit just doesn't fricking work
I legitimately don't understand how you would be able to deal with all this jank and get the features you want working well if you weren't an educated and experienced developer
Hollow knight pulled it off and lots of other games so it must be doing something okay
this. If you cant figure out unity you must be new
Don't get me wrong I've used it and the holes are apparent, large, and not benlen fixed for years. And now they're sorta merging with RPG maker to really hammer in the only goal is to sell assets.
>can't figure it out
pretty sure I explicitly talked about having to work around their frickups after figuring them out not that I didn't understand something, my complaint was about how shittily maintained it is and I have no clue how someone without experience would do it
and speaking of experience, the devs of hollow knight were experienced, they were professional developers and had worked in games before as well
where is ur reading comprehension?
I haven't had things outright break for me unless it was some experimental feature or a random bug in some version that I happened to have so I kinda wanna say the problem is with (You)
like the whole part about Unity being good is because it just sorta werks granted I've been using it since Unity 4 so maybe I don't appreciate what it's like to have picked it up more recently, probably a shit show
>Contrast that with something like UE:
unreal has god awful performance and takes an eternity to recompile
Don't blame the engine, blame the shitty devs
Recompiles fine for me, have you considered non-potato alternatives?
Recompiles when it comes to software development in general are fine. When you compare it to Unity, Unreal takes fricking forever. It adds up when you're rapidly iterating on your game. I want some of the new features Unreal has but I can't stand the slow workflow and how poorly done the c++ implementation and documentation are.
I think Unreal is planning on some scripting language so I hope they will rework the engine to be better to develop in.
>It adds up when you're rapidly iterating on your game.
Stop compiling for every change you moron, not even 10% of your build updates should be getting compiled
Stop using shitty laptops and buy a fricking new PC.
This is fricking miserable because developing with unreal is like pulling teeth. Unity and even Godot are infinitely smoother by comparison. Everything in unreal takes forever, even if it uses the language I'm much more used to.
What the best tutorial for using the cinecamera as the player camera in unreal? I want dynamic DOF and PPVs don't do it anymore.
The one thing they do have is developer investment. There'd be 20 different resources to teach myself the above if I was using unity.
Unreal runs like shit.
How is a disgusting fricking shithead like Riccitiello not blacklisted from any kind of leadership position?
He's hired cause he's good at one thing: temporarily raising the share prices.
Enough time for all the board of directors to dump the stock, and get out moments before the company crashes and burns.
He wasn't hired to fix issues at Unity, he's hired so they can get out.
>- No native multiplayer network support
lmao maybe they would've had one if they had sticked with it instead of deprecating 4(5?) systems in about as many years
>- Three UI systems: two of them deprecated, one of them still in alpha and is unusable. Official Unity documentation says to mix UI solutions!
the canvas based UI works just fine just because it doesn't get anything added doesn't mean it stopped working
>- Two input systems: one deprecated, one still in alpha and unusable
the new input system is actually great
can't really defend unity at this point but I'm seriously hoping it goes open source after the company goes under
probably gonna finish my current game in unity and make the next one in unreal
I wish Epic gave some love to 2D development. I use the engine but the Paper2D system hasn't been updated since UE3 I think. It could be the final killing blow for Unity.
jMonkey bros time to rev up those engines
Like the way colliders in Unity are so trash a game object range check manually scripted to find certain objects performs an order of magnitude better.
Where can I learn GDScript for free?
https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html
It's mostly just python though.
I want to make a game. How do I do it?
Download pico 8 and read one of their magazines.
>pico 8
NTA, but do you have a link where I could download it for free? I would like to get into Pico8 just for the heck of it, but I dont want to pay for it just to toy around and the online version is cancer.
There's a good chance you have it through some bundle. If you own voxatron you have it.
My sweet anon, Im a poorgay, I just barely own GMS2 and I cant even export my projects yet kek. Im pretty sure I dont have it anywhere. Unless for some moronic reason the pirated Celeste I got has Pico 8.
Well I dont know much about Unity, so I probably picked the wrong video, but the physics I mean are those that are bouncy and make objects fall in a very slow, awkward way, sometimes they shake around and do other stuff, those also apply for 3d games and they seem to be worse on them because rigs start shaking and extending like hell, bodies fall like ragdolls.
You know those, right??
>You know those, right??
I do but I see them in all engines.
I see them mostly in Unity games for some reason, but I think Im getting my point across here, sorry, dear anon.
>Godot
Will the experience with GMS2 serve me of any good with Godot? Is Godot actually easier and/or less painful to work with than GMS2?
I was considering getting into Godot, but I dont know... the trouble of getting into another game making engine doesnt do it for me, specially since Im quite seasoned in GML already. I may give it a shot one of these days, though, because I just have to try it eventually.
It'll probably serve you, but it's definitely different. Personally I find the scene system in Godot more efficient. You can have multiple nodes in a scene and instantiate that scene anywhere, whereas in GMS2 from what I understand you have to drag individual objects into a room and use instance variables to connect them. Very inefficient when you have a lot of pieces working together in a system and you need to reuse that system over and over. It's definitely worth trying, but obviously use whatever you're comfortable with.
Godot is actually a good choice if you're a poorgay. GMS2 is sort of cheap but expect to subscribe for like 6+ months after your game releases because you need to export bug fixes and provide support and shit.
First you get a grounding of the basic of your engine/language. Follow the baby tutorials.
Then get rid of the idea you're thinking of and go much smaller. Repeat this at least five times and then start working on it.
If you want to make a 2d game just get game maker and use the visual scripting blocks thing or copy code from internet
learn to program first without gamedev
Questions like this are great for ChatGPT by the way. Get it to give you a lession plan or steps for just about anything.
Yeah chatgpt helped me create a pallet sorting algorithm at work. Now I secretly use it, get my work down in about 3 hours, and pretend to work for 8 hours. Shits really great.
start small
like command line hangman small
Meanwhile on the unity engine
if this was on the unreal engine it would be 30 fps on 4090
It would feel slightly off like mot unreal engine games. It's like there's something wrong with the way objects interact in that engine
Yeah it's called "you're imagining it" because you're a tool trying to hard to fit in with Gankers anti-UE circlejerk
Keep coping
>godot 4.0 comes out
>it takes ages to port over
pain.
>setting ourselves up for higher growth
>by firing half the office
How does that work?
They're just reducing workforce in order to force the remaining workers to pick up all the extra work with no pay. All in an effort to save money and shit.
there are a lot of workers that are useless
hardly, they should get rid of at least half the upper management and executives. You wanna talk about bullshit jobs that require zero skill and effort?
you dont know how hard it is to manage people
Bruh its not hard at all I've been doing it for 3 years now at a mid level chemical company. I manage 8 people in my group and setting simple objectives, delegating responsibility and generating reports on their work is like 15 hours of my week and the rest is bullshitting executives on speculating where projects will be in 6 months.
that's a chemical company, I imagine the people under you are actual people. game devs are animals, and you need to treat them like animals
Uhh No, the people under you should have a reasonable amount of responsibility. Game developers are notoriously overworked because they're on Salary and any labor you give them is basically free over 40 hours. Game companies don't give a flying frick they only care about hitting their bullshit deadlines for publisher stocks. It's why game developers have such an incredible turnover rate. You work long hours, doing a lot of work and you get shit for it.
My own experience has been the opposite. Game devs, artists and writers all seem to work better when aren't being a micromanager with meetings and the like along with burn down sheets all you really need to keep everyone on the same page:
>I manage 8 people in my group and setting simple objectives,
you are small time
It's not a flex to be managing tons of people. It just means you're being overworked.
>you don't know how hard it is to manage people
It's what every tech company has been saying this year. This is the year of efficiency! (aka holy frick lower operating costs)
>higher growth
>higher up growth
>growth for the higher ups
have you ever had a job before?
less quarterly spending with the same income looks better
on top of that they've been buying a bunch of shit that makes them look more valuable for when they dump the stock
Rich clueless CEO morons who have no clue what they're doing by firing everyone. Example: Elon Musk.
>John Rigatoni
Damn, that's a name I haven't heard in a while. I completely forgot he moved to Unity.
>johhny spaghettios
holy frick he stepped away from EA and took over unity?
Based Johnny Rigattoni doing his best to tank another company.
>growth
capitalism was a mistake
why the frick does a game engine company need to seek growth? it's a long term profitable business, it doesn't need to explode and then die for some greedy c**ts pockets to get filled a bit more
Wow, communists really are moronic aren't they?
>let's just stagnate and let the competition trample us bro
Fricking moron.
Unity started stagnating after they went public because the focus shifted from making the engine better to making the stock look better
Doesn't matter, not pursuing growth in economics is brain dead.
there's growth
and then there's artificially inflating the value of the company so that the investors can dump the stock and move onto their next target
rope yourself israelite
Not what he said originally. See
you're brain dead
cope commie shitbag
Eternal growth is unsustainable morono.
Not true.
What are some good Godot games?
mine of course
AI robo bros we can't stop winning!!!!
why do so many homies call it "gahdough"
and not " go dot"
its spelled godot.
not gadough
>oh oh oh but the tee is scilent!!!
shut up Black person that doesnt splain hwy they o is pronounced as "ah" before and "oh" after
it's godough THOUGH
AAAAHHH
I pronounce it "goodoot".
Unity games are in deep shit if this company gets bought up by another and jacks up the prices; the worst part is that they agreed to that on the TOS
After that enemies demo I think they will be fine.
"More employees better" is like how a moronic 15 year old from SEA would imagine business is supposed to operate
"Less employees is less cost" is peak kruger. Or pump-and-dump investor.
In the time it takes you to make 1 change in unreal you could do 30 in unity and im not shitting you
imagine having to recompile your entire engine every time you make a change with unreal. This is the reality unreal folk live in
I remember that shit
I fricking hated it
It disincentivizes design exploration so much
they recently announced that they had a solution for that though
that doesnt happen doe
literally two clicks and now there's live coding so it can be one click in the editor
>Unity had 7,703 in 2022, slash off around 600 more of that and you still have ~7000 give or take
At this point, I'm convinced companies start hiring just to hire after a certain point. Even Nintendo has less employees and they're a way bigger company.
>CEO John Riccitiello
WAIT A GOD DAMN SECOND, the CEO of Unity is actually John fricking Riccitiello?
>John Riccitiello
How is this frickhead allowed to sink another company? Who lets him into management?
Damn
>600 employees
UE5, a AAA-grade engine, only has 350 developers in comparison. Unity is just being fricking moronic with its diversity and HR hires
You're comparing apple to oranges. "Unity" is a company with many different things other than just the engine. Now tell me how many employees Epic Games has and that's a valid comparison.
WAIT
JOHN RIGGATONI IS THE CEO OF UNITY
FOR HOW FRICKING LONG HAS THIS BEEN GOING ON?
He's the one who merged them with a malware company and tanked their engines reputation
to be fare, the engine's reputation was already kind of....
>FOR HOW FRICKING LONG HAS THIS BEEN GOING ON?
Since Unity has been desperately trying to become the next Google. It's akin to Amazon opening a pharmaceutical R&D lab - greedy, delusional executives trying to milk a company built on one specific product and ultimately ruining everything, including that product.
I need to short Unity stock
It feels like yesterday when John Riccitiello and EA won the consumerist golden poop award for worst company of the year.
>john ravioli becomes CEO
>unity starts becoming worse since
Huh. What a coincidence.