GODOT EXPOSED AS TOY ENGINE

it's over for indieshitters
https://sampruden.github.io/posts/godot-is-not-the-new-unity/

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  1. 8 months ago
    Anonymous

    >its another blogpost thread

    • 8 months ago
      Anonymous

      the blog is right

      >this post sponsored by the scholmo goldenberg & soros foundation

      >paid by unity

      this OP sponsored by Unity

      allergic to facts

      >this thread AGAIN
      >with the EXACT same image
      Please go play a videogame.

      I'll play any game that isn't made in godot

      • 8 months ago
        Anonymous

        Enjoy locking yourself out of Cruelty Squad :=)

      • 8 months ago
        Anonymous

        (You) (+1 Reddit Upvote)

  2. 8 months ago
    Anonymous

    >this post sponsored by the scholmo goldenberg & soros foundation

    • 8 months ago
      Anonymous

      Linietsky is a israelite, moron. You don't get that far in bad America unless you're one.

    • 8 months ago
      Anonymous

      Would you nazis frick off. All you do is whine about shit

  3. 8 months ago
    Anonymous

    >paid by unity

  4. 8 months ago
    Anonymous

    >this thread AGAIN
    >with the EXACT same image
    Please go play a videogame.

    • 8 months ago
      Anonymous

      thank trannitors for "doing" their job

      • 8 months ago
        Anonymous

        Doing it for free. What do you expect?

        • 8 months ago
          Anonymous

          >implying if asiaticmoot doubled their existing pay they'll work better

    • 8 months ago
      Anonymous

      >with the EXACT same image
      it's funny
      I can't help but laugh when I see it in the catalog

  5. 8 months ago
    Anonymous

    this OP sponsored by Unity

  6. 8 months ago
    Anonymous

    Why wont they just ditch gdshit? It will be the downfall of this engine

    • 8 months ago
      Anonymous

      Doesn't Godot also support C# anyway?

  7. 8 months ago
    Anonymous

    If I were to actually read this it'd say something like "godot is solving a different problem to unity" and not what the OP is suggesting it's, correct?

    • 8 months ago
      Anonymous

      No, the article is criticism of how slow the godot API is because it has to support Gdscript so even languages like C++ get cucked performance.

    • 8 months ago
      Anonymous

      the article points out how slow the engine is for scripting
      > In order to pass two simple Vector2 values (16 bytes) to a raycast function, we’ve now done two separate garbage creating heap allocations totalling 632 bytes!

    • 8 months ago
      Anonymous

      Godot is garbage

      There's a lot of threads about it because people are laughing at how unbelievably garbage Godot is. They even waste all their development time making improvements to their special snowflake text editor instead of just using VS and focusing on engine development. The OP's link is about how fricking moronic Godot's scripting is, and how badly it fricks with performance, and it has this because some moron autist had to push his special snowflake scripting language.

      It's a heap of shit I can't believe anyone ever actually used this engine for anything at all

      • 8 months ago
        Anonymous

        i take garbage over the literal malware that is unity which apparently steals your data

      • 8 months ago
        Anonymous

        you should not be developing a 3d engine unless you want to spend 10 years on a shitty game.

        2d sure

      • 8 months ago
        Anonymous

        >VS
        Frick Pajeet.

  8. 8 months ago
    Anonymous

    >indie developers exposed as toy developers
    Big whoop, make toys

    • 8 months ago
      Anonymous

      what game is that

      • 8 months ago
        Anonymous

        The Ballad of Bonky
        https://store.steampowered.com/app/1619870/The_Ballad_of_Bonky/

        • 8 months ago
          Anonymous

          thanks

  9. 8 months ago
    Anonymous

    Blender was a toy 3D modeling package before Gaben slapped down his giant money dick for the Blender Foundation.
    Some other studios also chipped in, such as EPIC, so as not to get embarrassed.
    Which of course happened as a direct result of Autodesk going insane and raising the prices on Maya, Max, AutoCAD, etc.

    If you're an indie dev it seems reasonable to learn Godot now with the anticipation of it becoming good by the time your game is actually ready to ship, if you're making a large game.
    If you're making a small game then the performance difference is probably an acceptable tradeoff for not getting cucked to death by Unity.

    • 8 months ago
      Anonymous

      I mean, that's only partially true for Blender.

      Blender was also stagnating for many, many, MANY years because the previous foundation heads, lead developers and maintainers were highly against any improvements being made to the software, especially in terms of UI, UX, and general ease-of-use. Once they finally got removed, and new developers brought the software up to modern standards set two decades ago, then companies started investing in it.

      Which in all honesty is probably what Godot needs too, since from what I've heard Juan, the project lead, is a massively stubborn shitheel who's extremely against any improvements not suggested by himself.

      • 8 months ago
        Anonymous

        that's pretty much how it has been with all FOSS stuff I've seen

        gnome style morons seem to be the norm rather than the exception

        • 8 months ago
          Anonymous

          True, except there's nothing comparable to the completely moronic development of GNOME, that's a can of worms on a whole other level.

          Except for Starbound, that gets pretty close.

          • 8 months ago
            Anonymous

            >the completely moronic development of GNOME
            The GNOME goes beyond moronic into the ultra and hyper-tarded It reaches levels of moroniness nobody thought were possible.

      • 8 months ago
        Anonymous

        >the previous foundation heads, lead developers and maintainers were highly against any improvements being made to the software, especially in terms of UI, UX, and general ease-of-use. Once they finally got removed, and new developers brought the software up to modern standards set two decades ago
        The old developers and maintainers were right. Old Blender required you to memorize a bunch of shortcuts but once you did you could work incredibly fast. It was the main reason I kept using it over more professional alternatives. Modern Blender basically requires you to change all the shortcuts they fricked up for dumb people

    • 8 months ago
      Anonymous

      No, if you don’t get the core of the API right first time you’re going to have a hell of a time fixing it later because you’ll break everything built on it. Blender is not remotely comparable.

    • 8 months ago
      Anonymous

      I mean, that's only partially true for Blender.

      Blender was also stagnating for many, many, MANY years because the previous foundation heads, lead developers and maintainers were highly against any improvements being made to the software, especially in terms of UI, UX, and general ease-of-use. Once they finally got removed, and new developers brought the software up to modern standards set two decades ago, then companies started investing in it.

      Which in all honesty is probably what Godot needs too, since from what I've heard Juan, the project lead, is a massively stubborn shitheel who's extremely against any improvements not suggested by himself.

      So what happened with blender to get the morons removed?

      • 8 months ago
        Anonymous

        They simply put different people in charge of development, and occasionally swap them out often too (putting focus into specific areas of the software).

        Or those guys retired or died, they were in their 60s or something.

    • 8 months ago
      Anonymous

      The situation of Blender and Godot arent remotely similar. U had to pay like what atleast 200 bucks per month for autodesk while UE5 is free. FREEE! You dont have to pay ANYTHING until you make 1 million and at that point it doesnt matter.

      • 8 months ago
        Anonymous

        >You dont have to pay ANYTHING until you make 1 million
        1 million REVENUE not PROFIT
        if your COG is high and you go into dept you're still on the hook for the 5% revenue

    • 8 months ago
      Anonymous

      >Gabens giant money dick

      That sounds hot tbh.

  10. 8 months ago
    Anonymous

    good morning sirs

  11. 8 months ago
    Anonymous

    >Here's a long article talking about how shit Godot is. Now please stop making videogames. At that point, stop doing anything ever, because everything is fruitless and shit anyway.

    • 8 months ago
      Anonymous

      >stop doing anything ever, because everything is fruitless and shit anyway
      That's actually completely unironically true thoughever.

    • 8 months ago
      Anonymous

      So much this.
      Doing stuff is fake, gay and cringe.

    • 8 months ago
      Anonymous

      Vanitas vanitatum, omnia vanitas.

  12. 8 months ago
    Anonymous

    SIRS DO NOT REDEEM GODAT ENGENE
    EPIC GEME GOOD UNREL ENGENE GOOD TIM-SAMA SUPERPOOWER STEME BAD DESTROYER DO THE NEEDFUL

  13. 8 months ago
    Anonymous

    >godot is not a sirius business, pls don't use

  14. 8 months ago
    Anonymous

    Still not returning to Unity.

  15. 8 months ago
    Anonymous

    Godot is actually shit atm but i really Hope they take the occasion Unity left to upgrade

    If i were Godot i would push the news for a a Godot 2 in 2-4 years but in the meantime pushing small updates who can help unity devs to Switch to them

    I just don't want for unreal the be the norm, it's a shit engine if it's not made by a AAA team

    • 8 months ago
      Anonymous

      Everything points to that as long as Juan is in charge, all the money invested will go to waste. I've been hearing Godot is just about to get good for like 6 years now, and it never happens.

      • 8 months ago
        Anonymous

        It's been around for 10 years, so it's even worse.
        How do you continually suck for 10 years.

        • 8 months ago
          Anonymous

          There's been plenty of improvement in these 10 years. 4 is already better than 3 and 3 ran circles around 2 all day.

          • 8 months ago
            Anonymous

            Anon you're comparing an engine to itself.
            It's fine if the engine is on a personal journey.
            But it's meant to be used for products.
            Godot needs a lot more time in the oven before it can be shilled like it currently is.

      • 8 months ago
        Anonymous

        as long as the discord logo is lgbt themed, and the mods/devs are woketards, godot will always suck

    • 8 months ago
      Anonymous

      Been using Godot for a year and it's the shittiest thing imaginable. If they want this to work they should scrap the entire scripting aspect of it and make the entire engine C/C++ focused but since everything is so ingrained with the scripting language it might be better to just trash the entire thing and start anew.

      The development of it (and of its addons and plugins) is incredibly slow and for what I want (3D, ECS) it's not ready at all.

      There's better open source alternatives for people looking to do just that such as Bevy, with way faster development progress but it's very early in development and written in Rust which is not to my liking, then again it's more feature complete 3D-wise than Godot.

      Now I went the enginedev route writing my game in Zig and I couldn't be happier.

      • 8 months ago
        Anonymous

        >Now I went the enginedev route
        for 3d? ngmi

      • 8 months ago
        Anonymous

        What a biased ngmi "i rather do my own engine" post.

      • 8 months ago
        Anonymous

        >Now I went the enginedev route writing my game in Zig and I couldn't be happier.
        lately I've been considering whether I should dust off the engine I made many years ago, but then I think about how much work I'd have to put in before I can use it productively

        but the performance still entices me

      • 8 months ago
        Anonymous

        >been using for a year
        show work

  16. 8 months ago
    Anonymous

    >Post goes in depth about whats wrong with the engine and is even optimistic about Godot's potential
    >thread is swarmed by brazilians whos only rebuttal is janky memes

    lol

    • 8 months ago
      Anonymous

      >Post goes in depth about
      listen, just 'cause a person uses words you don't understand doesn't mean it's "in depth"

      • 8 months ago
        Anonymous

        it is in depth
        you just outed yourself as a codelet

        Why does it matter when the founder gets ratiod by all the other devs? Lmao.

        lol it's like this scene
        "why don't you be a little more polite? performance? performance? we don't need no stinkin performance!!"

  17. 8 months ago
    Anonymous

    >While Godot team's communication has been on point this past week, there are some major >technical concerns to consider:

    >Ex-AAA dev's opinion of Godot("Unlimited technical risk"): >https://blog.odorchaidhe.games/posts/godot/

    >Godot is not the new Unity - The anatomy of a Godot API call: >https://sampruden.github.io/posts/godot-is-not-the-new-unity/

    >Thoughts from an ex-community member of Godot attempting to make big 3D indie games but >switched to Unreal instead: >https://www.reddit.com/r/gamedev/comments/16lxyi6/comment/k180loz/?context=3

    >Dev of RimWorld evaluated Godot 5 years ago and many of his thoughts still apply to the engine >today: https://www.reddit.com/r/godot/comm...?>utm_source=reddit&utm_medium=web2x&context=3

    >A 2018 issue about Godot using the slowest data structures almost every time: https://github.com/godotengine/godot/issues/23998 My understanding is that this is still the case for the most part.

    >A lot of these issues are a direct result of the current leadership's insistence to focus on (subjective) ergonomics first, performance second and the generally unfocused development. There is no roadmap and no stated mission goal. The increased funding and demand might fix these issues in time but it's definitely not happening anytime soon. This is in scope of years of additional development.

    • 8 months ago
      Anonymous

      If you're going to repost this in every thread, at least fix the fourth link.

      • 8 months ago
        Anonymous

        https://www.reddit.com/r/godot/comments/8mhzfo/comment/dzr0gw7/?utm_source=reddit&utm_medium=web2x&context=3

    • 8 months ago
      Anonymous

      The only opinion that matter is the ex-AAA dev, level headed and goes to point.

    • 8 months ago
      Anonymous

      lets give a review of these because most of these are bullshit and I have reviewed them all
      my credentials, obviously I could be lying, but w/e im not going to prove shit
      bachelor of comp sci
      worked for a few years on embedded software on the tooling team (so to clarify, I was not writing the high performance C++, I was writing tools for the people writing it to use and basic grunt work)
      master in comp sci
      moved to a different company writing high performance C++ to run on some specific hardware and if I mention more than that you will know exactly what company

      my point is I have the formal education and + 9 years of industry experience related to writing high performance code and have significant contributions to libraries about lets say hardware accelerating your code.

      >"Ex-AAA dev"
      doesn't actually say what AAA games, only that "she" (he and his husband) are "ex aaa game devs" working on new indie projects (and have been for years with nothing to show)
      has FACTUALLY wrong statements about performance and data structure complaints
      major issue is these and trying to talk shit the people developing it for being as he claims "self taught" when this moron is making mistakes about data structure performance and when to use them

      >sampruden
      is right about godot being bad for a lot of 3d stuff, its high performance 3d implementation stuff is actually fricking awful
      and a lot of the stuff they do for gd script is dumb too
      but this guy is a moron

      >reddit guy
      moron just trying to cite the others, dudes a beginner, irrelevant

      >rimworld dev
      actually a credible source
      his opinion though is that gd script is bad and he doesn't want to use it because its bad, which is 100% right
      paradoxically with the absurd way he went about developing rimworld in unity where he disregarded most of unitys features I have to wonder what his reservations about actually having to write c++ modules were, as far as I can tell he just realized its shit in both and unity has more sup

      • 8 months ago
        Anonymous

        just cause you worked on embedded systems doesn't mean you did a good job at it
        most tech fricking sucks these days and I'm sure part of that is your fault
        vulkan drivers for phones are shitter than ogles3, thanks embedded guys!

        >has FACTUALLY wrong statements about performance and data structure complaints
        such as?

        >but this guy is a moron
        cope

        • 8 months ago
          Anonymous

          no, it doesn't mean I was any good at all.

          lets look at the only two performance related claims he make
          >There have been many times just during code inspection where I have seen a linked list, a vector, a tree, or some other cache/memory/performance unfriendly type used
          lets look at the caching, memory, and performance of these types

          linked list
          yes, quite bad for many things, usually only used in very specific circumstances and for very small/light manipulation, but still usually avoided

          tree
          minimum memory requirements, minimal overhead compared to a packed array, can be exactly the same depending on the specific type of tree, extremely high performance
          their major drawbacks are their "minimal" uses cases, not an issue with performance

          vector
          yes, they do have drawbacks on memory, but are used when you want extremely high speed random access, which they provide, and are the preferred data type for many implementations, especially in the modern day where the majority of memory utilization is not on raw data but on unrelated applications where the extra memory is trivial

          the other claim was about performance of abstracting so many layers for gdscript
          which every engine has to do for a scripting language and is not a complaint, the major complaint he makes is how sometimes there are more heap allocations required for more memory, which, frankly, is a fricking moronic claim, yes, you require allocation of more memory when you allocate more things, thats how computers work, its like pointing out cars require 4 wheels to drive and as if that is a point in of it self.

          no other claims are made about performance, just board sweeping statements and a link to the 2018 claim, which, lmao, is extremely ironic since this guy shit on "self taught programmers without experience" but is citing one as a perfect source lmao

          • 8 months ago
            Anonymous

            you know whats faster than linked lists, trees and vectors?
            just using a plain array
            and I remember looking at the code years ago and wondering wtf they used a vector for simple things that didn't need to change and did unneccesary checks every frame in other spots, comparing strings when enums would have been faster, the whole codebase is a mess and it's not surprising that it runs so terribly

            delete it all

            • 8 months ago
              Anonymous

              no, plain arrays are NOT "faster" than trees or vectors
              define faster, because when people say faster than mean getting an arbitrary element from it that you need (or elements)
              and trees and vectors are faster than a straightforward traversal, plain arrays are N speed, trees and vectors are faster than N, trees AT WORST are N and better on average
              vectors are N time for most things EXCEPT reading where they are constant, they are blazingly fast and are an acceptable speed when you need to make complex modifications to them, but still ALWAYS faster than an array

              no, trees and vectors are not slower than a plain array, you are a moron.

              • 8 months ago
                Anonymous

                >no, plain arrays are NOT "faster" than trees or vectors
                do you know what a cache miss is? do you know about sequential reads?
                are you sure you're a embedded systems wizard? lol

              • 8 months ago
                Anonymous

                do you?
                because the sequential read of a tree or vector isn't slower, if its faster to find it and the same speed to an extra operation how the frick is that slower you moron?
                vectors are constant time, which is the same speed as an array reads, its not fricking faster spastic

                >cache miss
                lmao
                you understand vectors have less than arrays since they don't need to load in the whole array? and trees have the exact same amount of recalls as an array of the same size right?
                you are just saying words you heard without actually knowing what they mean or how they relate

              • 8 months ago
                Anonymous

                >vectors are constant time
                but the data is stored wherever malloc decided to put each piece, instead of it all being in one big batch that you can blaze through

                for going through all gameobjects and processing them all as quickly as possible, an array is better

                you only need a vector, tree or heap if you're trying to find a specific thing, which you should rarely do in a game

                >you are just saying words you heard without actually knowing what they mean or how they relate
                I dont think you know anything about computer architecture, or how cpus work, or how data is fetched from memory, go back to school

              • 8 months ago
                Anonymous

                you are quite literally arguing about the speed of finding something
                then when I point out to you trees and vectors are faster at finding things, no matter the size of the array, you complain I am wrong, when I explain to you why you complain
                then you try to tell me that actually its about sequential reads they are faster there, except they aren't and I explain why
                then you talk about loading, except its not faster

                you are arguing for plain arrays, do you understand that a tree can be represented inside of a plain array right? in fact thats the ideal way to represent a properly balanced tree, any advantage you ascribe to arrays can also apply to trees, it depends on what type of tree you are talking about as well
                you are also quite literally arguing that its easier to find the single store of data and load in an entire array than it is to find another single store of data for a vector and load in that single store

                do you understand that your cpu will not load in the whole array, but only portions as it checks them for what you need while the loading in only a single chunk is faster than the claim you are making? explain to me in what world its faster to load an entire array than load a single segment from a cache
                or if we look at trees, explain to me how loading 1 array is faster than loading another array of the same size?
                would love to see your fictional explanation on this.

                >you only need a vector, tree or heap if you're trying to find a specific thing, which you should rarely do in a game
                then why are u trying to compare the speed of data structures?

                >for going through all gameobjects and processing them all as quickly as possible, an array is better
                if you are looking at every single element, then its equivalent

                but this isn't whats being discussed, its not about gameobject management, thats up to the game devs implemntation, this is engine development, where this does matter

                I think ur the troony who wrote that article at this point and wrong

              • 8 months ago
                Anonymous

                >you are quite literally arguing about the speed of finding something
                never did I say that

                >then when I point out to you trees and vectors are faster at finding things, no matter the size of the array, you complain I am wrong, when I explain to you why you complain
                I said they used a vector for something where a plain array would have been fine, it wasn't for finding anything, it was just for storing some data that never changed, never needed to grow, and it was accessed every frame

                half your post is like you didn't even read what I said, go back and read each word slowly and carefully
                you are wrong wrong wrong

                >do you understand that your cpu will not load in the whole array, but only portions as it checks them for what you need while the loading in only a single chunk is faster than the claim you are making?
                yes, and if you read my post it was about blazing through data as quickly as possible without fetching data all over the place in ram
                you know like if you had 500000 particles and wanted to process them all

                >do you understand that a tree can be represented inside of a plain array right?
                yes it can, but typical implementations do not do that and just use memory wherever cause performance isn't important in most cases, but in videogames it is important

                I think you've never made a game so I'll stop responding to you

              • 8 months ago
                Anonymous

                You really need to read up on low level topics such as memory layout and data fetching my friend

              • 8 months ago
                Anonymous

                Look up data locality and cache friendliness my friend

    • 8 months ago
      Anonymous

      lets give a review of these because most of these are bullshit and I have reviewed them all
      my credentials, obviously I could be lying, but w/e im not going to prove shit
      bachelor of comp sci
      worked for a few years on embedded software on the tooling team (so to clarify, I was not writing the high performance C++, I was writing tools for the people writing it to use and basic grunt work)
      master in comp sci
      moved to a different company writing high performance C++ to run on some specific hardware and if I mention more than that you will know exactly what company

      my point is I have the formal education and + 9 years of industry experience related to writing high performance code and have significant contributions to libraries about lets say hardware accelerating your code.

      >"Ex-AAA dev"
      doesn't actually say what AAA games, only that "she" (he and his husband) are "ex aaa game devs" working on new indie projects (and have been for years with nothing to show)
      has FACTUALLY wrong statements about performance and data structure complaints
      major issue is these and trying to talk shit the people developing it for being as he claims "self taught" when this moron is making mistakes about data structure performance and when to use them

      >sampruden
      is right about godot being bad for a lot of 3d stuff, its high performance 3d implementation stuff is actually fricking awful
      and a lot of the stuff they do for gd script is dumb too
      but this guy is a moron

      >reddit guy
      moron just trying to cite the others, dudes a beginner, irrelevant

      >rimworld dev
      actually a credible source
      his opinion though is that gd script is bad and he doesn't want to use it because its bad, which is 100% right
      paradoxically with the absurd way he went about developing rimworld in unity where he disregarded most of unitys features I have to wonder what his reservations about actually having to write c++ modules were, as far as I can tell he just realized its shit in both and unity has more sup

      support so might as well use unity

      >2018 github issue
      did you actually read this?
      not only is the guy talking about this a self taught programmer, listed on his profile, with 0 professional experience and is a pure hobbyist, and the complaints made
      I find it really funny multiple people cited him, and one of the people who cited it straight up called the lead dev of godot self taught no experience when hes citing a guy who is actually self taught 0 experience, its very ironic

      but this guys "major improvements" are "what if we port the engine from c++ 03 to c++17 (which had not been out that long) and make heavier use of the std library for better performance"
      which is a very reasonable proposition, the issue is that despite these being some of the best developed algorithms and incredibly optimized, your own solution when you are build that much on top of it to optimize how the engine runs is actually often a better solution as u can optimize for how the software you are building runs
      which is funny that complains about that, because the reason he had better benchmarks with "his implementation" was that he specifically optimized algorithms for his game rather than for general use
      damn, are u telling me if u optimize an engine to run your game it will run better? we need to let everyone know this crazy news!

      all of these people are actual fricking morons, the ONLY one with any actual credit or merit is the rimworld dev, who has no opinion beyond "gd script sucks" which it fricking does and the concessions made for it are horrible
      literally the rest of them are morons talking out their ass and are all as far as I can tell 0 experience liars

  18. 8 months ago
    Anonymous

    video games are toys

  19. 8 months ago
    Anonymous

    Only troony nerds care about performance and other shit that doesn't matter.

    • 8 months ago
      Anonymous

      Good thing then that 99% of devs are non trannies and everything runs like shit.

    • 8 months ago
      Anonymous

      >performance
      >doesn't matter

      Yes bro, I love when I play 2d pixelshit that eats resources like a fat prostitute, makes my fans go REEEEEEEEEEEEEEEEE and still dares to lag.

      • 8 months ago
        Anonymous

        Performance with 2d games is better than unity, the people saying Godot runs like shit are talking about 3d performance

  20. 8 months ago
    Anonymous

    Well, Cassette Beasts was allegedly made using Godot, so I’d say it’s a viable engine.

    • 8 months ago
      Anonymous

      >Well, Cassette Beasts was allegedly made using Godot, so I’d say it’s a viable engine.

      Viable for looking like garbo

      • 8 months ago
        Anonymous

        Looks perfectly fine by indie jarpig standards, perhaps even better than most. Also showcases that Godot handles both 2D sprites and 3D environments without any issues, and can be optimized enough to do so even on a toaster.

      • 8 months ago
        Anonymous

        Looks perfectly fine by indie jarpig standards, perhaps even better than most. Also showcases that Godot handles both 2D sprites and 3D environments without any issues, and can be optimized enough to do so even on a toaster.

        If you want a game with absolutely no art direction other than "hehe pixel" with shading / atmosphere the exact same as a b***h ass default blender / unity scene then, sure, this game looks perfectly fine

        • 8 months ago
          Anonymous

          If you want 3D use Unreal. If you want 2D, Godot seems perfectly fine.

          • 8 months ago
            Anonymous

            And for 3D games, GameMaker and RPGMaker already exist
            And with the amount of issues Godot has, you would be better off making an "engine" yourself for your game
            What will be your next suggestion?

            • 8 months ago
              Anonymous

              If you want 3D Unreal does everything better than the shit you suggested.

            • 8 months ago
              Anonymous

              I meant 2D games, the typo should be obvious

              If you want 3D Unreal does everything better than the shit you suggested.

              Yeah as those engines i've mentioned aren't for 3D

              • 8 months ago
                Anonymous

                >use one trick pony engine
                >or use engine that uses dynamically typed language
                GEE ANON IN A PERFORMANCE AUTISM THREAD TOO!?

              • 8 months ago
                Anonymous

                How is GameMaker an one trick pony engine?
                Also RPGMaker doesn't need a nuclear top brand new PC to run it, unlike Godot, shit is from 2008 and can run just fine anywhere, what do you mean?

              • 8 months ago
                Anonymous

                I can't believe you actually bad faith interpreted what I said like that.

              • 8 months ago
                Anonymous

                I'm pretty sleepy right now because of work
                Just like how I wrote 3D instead of 2D in my previous post
                Sorry I kinda didn't catch it

            • 8 months ago
              Anonymous

              Unlike any of you secondaries here I actually used both GameMaker and Godot extensively and I can tell you Godot is far superior in every single aspect, and the stuff Godot gets shit for like scripting performance is 10x worse in GM.

              • 8 months ago
                Anonymous

                people here don't make games, I shipped gm games using the YYC and that was fine for the kind of game I was making. the fact that nodevs turn everything into a console war makes discussion hell.

            • 8 months ago
              Anonymous

              RPGMaker is for a specific type of game, which if that's what you're making, it's totally fine.
              It's very limited and you're more railroaded than what you can do in a general purpose engine like Godot.

          • 8 months ago
            Anonymous

            These guys wanted moronic physics sims pretending to be games, godot is not fine for this.

            The more we promote godot, the more damage we're doing to it. Tell these idiots to frick off back to unity.

  21. 8 months ago
    Anonymous

    >homosexuals flocking to Godot instead of the updated Blender game engine

  22. 8 months ago
    Anonymous

    Isn't Godot a israeli company? So we go from Unity israelites to Godot israelites and everybody thinks we won? Just making sure I'm following the narrative.

    • 8 months ago
      Anonymous

      The current narrative is that Godot is trannies, because Discord icon, and you shouldn't use a troony engine.

    • 8 months ago
      Anonymous

      >least moronic american

      • 8 months ago
        Anonymous

        moron.

        Ah so I'm correct

        • 8 months ago
          Anonymous

          Godot is FOSS, maintained by randos in their free time. It is licensed under MIT, which means you are free to make something close sourced for yourself with it and use it commercially. You couldn't be more incorrect.

    • 8 months ago
      Anonymous

      moron.

    • 8 months ago
      Anonymous
  23. 8 months ago
    Anonymous

    >Let’s be clear here: I’m still a Godot newb, and this article will contain mistakes and misconceptions.
    HOW ABOUT:
    Change fricking title to
    >~~*Personal*~~ challenges when migrating to Godot
    that way one can confirm that:
    - it isn't that simple to change engine
    - I found a case with RayCasting which baffled me
    - no one will accuse of bad faith and shilling

    Perhaps OTHER DEVELOPERS might ACTUALLY be SATISFIED with godot. They just didn't manage to blogpost about it.

  24. 8 months ago
    Anonymous

    Someone is really worried about Godot becoming big, huh.

  25. 8 months ago
    Anonymous

    >AAAAAAAAAAAAAHHHH IT'S LITERALLY OVER!!!!
    >tr*nny k*ke s*y g*sl*p j*wn*gger engine is actually LE P*ZZED BAD
    >((vomits on keyboard))
    >((shits and pisses all over self))
    >((jerk offs furiously to tr*nsw*men on /gif/ while spamming ywnbaw))
    >WHAT AM I GOING TO DO IT'S LITERALLY OVER I CAN ONLY DO 17600 API CALLS TO RAYCASTING PER 16.7 MS AS OPPOSED TO 33000
    >THIS IS THE LITERAL END OF VIDEOGAMES!!!!!!!!!
    >((prints out screenshots of twitter posts (ACTUALLY it's X now!!!!!) by top onlyfans models to do cumtributes))
    >i hate v*deog*mes tHEY ARE THE FRICKING WORST WHY IS THIS INDUSTRY SUCH G*YSL*P P*ZZED N*GGER TH*RD WORLD P*AJEET BLACKROCK ESG SJW LGBTQ+ D*MOC[RAT] L*BERAL "PRESIDENT" BIDEN F*GGOTRY C*CKSUCKING N
    >((plays 1800 hours of starfield while bouncing up and down on a dragon dildo))
    >WHY CAN'T WE JUST PLAY VIDEO GAMES AND HAVE FUN!!!!!!!!!!!!!!!!!

    • 8 months ago
      Anonymous
      • 8 months ago
        Anonymous

        Oh sorry, did you feel targeted? Chill out, we're all just Gankeredditors in the end, we're in this together.

  26. 8 months ago
    Anonymous

    this schizo is going to post this thread every day, isn't he?

    • 8 months ago
      Anonymous

      yes, and trannitors will protect his shitty threads like there's no tomorrow

    • 8 months ago
      Anonymous

      yep, and I'll be right

  27. 8 months ago
    Anonymous

    The virgin "GODOT ISN'T AAA CERTIFIED, DON'T USE IT" vs the chad "Use RPG Maker to make RPGs (optional)"









    https://files.catbox.moe/wagwcz.webm
    https://files.catbox.moe/jpvscn.webm
    https://files.catbox.moe/xvj32w.webm
    https://files.catbox.moe/vpqt52.webm
    https://files.catbox.moe/p18ean.webm
    https://files.catbox.moe/ve1dso.webm
    https://files.catbox.moe/d6q11a.mp4
    https://files.catbox.moe/38nd29.webm
    https://files.catbox.moe/0xf2ar.webm
    https://files.catbox.moe/5lm1ma.webm

    • 8 months ago
      Anonymous

      Wow cool "games"! By games I mean 5 minute demos because nobody in their right mind would make a full game with those stapled on systems.

      • 8 months ago
        Anonymous

        They're full games. Plenty of people have made full games using the engine. Some of them are short, and that's okay. If small replayable games aren't your thing, that's okay. You have the potential to make the same things, and if you don't want to that's okay.

        • 8 months ago
          Anonymous

          And some people want to make 10-20 hour games instead of short 5 minute ones, like the one in your picture, that's okay too.
          Some people are stupid and backpedal when called out for their moronic bait, that's also okay.

    • 8 months ago
      Anonymous

      Where can I download the racing game from? Or the fighting game or any of these for that matter

  28. 8 months ago
    Anonymous

    >he isn't make his own software rendered engine with fixed points only and freestanding ANSI C
    return to monke

  29. 8 months ago
    Anonymous

    >spamming your own blogpost this hard
    >crying about performance bottlenecks indies have no trouble avoiding
    >making exactly 0 (zero) games worth playing
    Casey Muratori tier.

  30. 8 months ago
    Anonymous

    >uses generic collections for everything
    >no support for structs

    I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES I HATE DYNAMIC HIGH-LEVEL SCRIPTING LANGUAGES

  31. 8 months ago
    Anonymous

    USELESS CRAB GET A HOBBY YOU SAD b***h

  32. 8 months ago
    Anonymous

    The unity damage control brigade has woke up early huh? Ah no its 2 pm on israel

    • 8 months ago
      Anonymous

      >its 2 pm on israel
      >on israel
      Hope you are having a most pleasant evening sir!!

      • 8 months ago
        Anonymous

        Thanks, Ramjesh.

  33. 8 months ago
    Anonymous

    > it creates garbage by allocating in on the managed heap, another 96 bytes
    Literally who the frick cares? People want to build games. Who cares about this nerd shit?

    • 8 months ago
      Anonymous

      You have to care about it if you want your game running well and you make anything more than your generic pixelshit platformer

    • 8 months ago
      Anonymous

      >Literally who the frick cares?
      Literally anyone who wants to make an actual game not shovelware.

    • 8 months ago
      Anonymous

      it runs like shit on phones

    • 8 months ago
      Anonymous

      Translation: game on garbage engine lags with 10 characters on the screen. Game on decent engine lags with 200 characters on the screen.

      • 8 months ago
        Anonymous

        Yeah Brotato really lags when there's more than 10 entities on the screen.

      • 8 months ago
        Anonymous

        w-why do you need more than 10 characters for?!

    • 8 months ago
      Anonymous

      I bet you have at some point cursed at a game stuttering like hell. It's because devs disregard things like these, these 96 bytes stack up fast.

  34. 8 months ago
    Anonymous

    rabbi what'cha doin'

  35. 8 months ago
    Anonymous

    In terms of performance, Unity is 6 million times better than Godot

  36. 8 months ago
    Anonymous

    >its 50 times slower!!!
    >its his shitty function vs one engine call
    >no benchmark godot vs unity, unreal
    >no benchmark gdscript, c++, c# in godot
    >blame api
    >don't consider that problem might be calling mono runtime every time his function is used.

    • 8 months ago
      Anonymous

      >His shitty function
      It's literally the Godot tutorial on raycasting + Godot's jank as frick api.
      Even the absolute best case scenario(acknowledged by Godot devs) is still 2 times slower than unity despite the underlying c++ engines being broadly comparable in performance.
      It's the api.

      • 8 months ago
        Anonymous

        yes, Godot tutorial that wasn't updated since version 2. you know you can contribute to the project if you don't like the tutorial

  37. 8 months ago
    Anonymous

    Skill issue.

    moron didn't even read the documentation where you can use the low C++ API of godot and just have C++ speed using godot servers.

    moron hasn't even read the documentation.

  38. 8 months ago
    Anonymous

    thanks, unity investor!

  39. 8 months ago
    Anonymous

    >"godot is a toy engine"
    >unity is out of the question
    >"dude just write your own engine"
    must be frustrating trying to make a game in 2023

  40. 8 months ago
    Anonymous

    HALLO SIRS PLEASE DO NOT REDEEMS THE UNITY

  41. 8 months ago
    Anonymous

    It's literally impossible to make a game in Godot because you can't have 100 raycasts per frame and can't have over 10,000 boxes in a level above 300 fps. I need an engine that can meet these very practical demands and make no games ever.

  42. 8 months ago
    Anonymous

    I'm sticking with GMS for my 2D pixelshit

  43. 8 months ago
    Anonymous

    Video games are electronic toys.
    What's the issue

  44. 8 months ago
    Anonymous

    thanks but im still using godot

    • 8 months ago
      Anonymous

      >thanks but im still using godot

      I can tell, because you haven't made a game.

      • 8 months ago
        Anonymous

        and what game have you made?

  45. 8 months ago
    Anonymous

    kys epigjeet

  46. 8 months ago
    Anonymous

    I'm not gonna read that but I assume it's all BS.

  47. 8 months ago
    Anonymous

    unityshills getting uppity again
    your engine is over

  48. 8 months ago
    Anonymous

    This thread is sponsored by Unity™ & Unreal™.

    • 8 months ago
      Anonymous

      Godot is a joke, you've had 10 years to turn it into something useful and you've fricked up. Nobody is using this trash

  49. 8 months ago
    Anonymous

    The moment I learned the name of Godot's creator was Juan I knew it was over

  50. 8 months ago
    Anonymous

    RPGMaker chads?

  51. 8 months ago
    Anonymous

    godot is a scam

    • 8 months ago
      Anonymous

      >go-doe
      Stop.

  52. 8 months ago
    Anonymous

    Unlike OP I read that post and all it's asserting is the C# conversion API overhead slows the engine down a bit, so use Unity if you really care about what lang you use, but if you want to use Godot for moral reasons and to it's full potential use GDscript, Godot is basically making baby steps right now in the world of game engines, people need to stop being so dramatic about this.

    • 8 months ago
      Anonymous

      >but if you want to use Godot [...] to it's full potential use GDscript
      lol

      • 8 months ago
        Anonymous

        found the shit skin

    • 8 months ago
      Anonymous

      >slows it down a bit
      No, not a bit, moron. They have garbage collected allocations in a fricking ray trace function, an extremely hot path.

      • 8 months ago
        Anonymous

        many people have created games in Godot, please link me to an example where this is an issue. 🙂

        • 8 months ago
          Anonymous

          >many people have created games in Godot
          yeah tiny crappy games

          it's like saying you can build a building with playing cards, cause you were able to stack a few on a table

          • 8 months ago
            Anonymous

            AAA games don't demand more programming than indies, or even 8 bit games from 1988.

          • 8 months ago
            Anonymous

            >it- it doesn't count bb-because I said SO!!!!
            hahaha 🙂

            • 8 months ago
              Anonymous

              gonna be so funny seeing all you godoters tap out within 6 months when you realise it's a POS
              I waaarned ya

              • 8 months ago
                Anonymous

                well you're clearly an expert, may I take a look at your resume?

              • 8 months ago
                Anonymous

                show me yours first resumelet

              • 8 months ago
                Anonymous

                >gonna be so funny seeing all you godoters tap out within 6 months when you realise it's a POS
                >I waaarned ya

                Yeah Godot is good until you game is more than just 1 character walking around an empty room. Not that the average Godot developer makes it past that point.

              • 8 months ago
                Anonymous

                >Yeah Godot is good until you game is more than just 1 character walking around an empty room. Not that the average Godot developer makes it past that point.
                This sadly. There is a good reason why you dont ever see something serious made with Godot engine. Just type in 3D game in Godot on youtube and all you find is fricking prototypes, lowpoly shit, games with 0 textures etc.

              • 8 months ago
                Anonymous

                >eceleb zoomer thinks his opinion matters
                you're not even old enough to post here

              • 8 months ago
                Anonymous

                >fricking prototypes, lowpoly shit, games with 0 textures etc.
                a million fps demos, all copies of the sample demo lololol

      • 8 months ago
        Anonymous

        good job just regurgitating what the blogpost said. do you understand what the word mean?

    • 8 months ago
      Anonymous

      >but if you want to use Godot for moral reasons and to it's full potential use GDscript
      >Unlike OP I read that post
      Did you, uh, actually understand it though? Because it seems like you didn't.

    • 8 months ago
      Anonymous

      >to it's full potential use GDscript
      lol that picture is you isnt it

    • 8 months ago
      Anonymous

      >API overhead slows the engine down a bit
      To the point where making a non indie shovelware is impossible? If they want to keep using their gay shit special snowflake scripting they should build it off performant code base not the other way around.

      It’s another case of freetard hobby project hyping idiots up. Maybe if devs will get a wake up call and will attempt to get their shit together it will get on track in 4-5 years (like blender but they still to deliver a functioning rigging an animation systems).

      • 8 months ago
        Anonymous

        >like blender but they still to deliver a functioning rigging an animation systems
        whats wrong with it?
        rigging seems fine to me, it's the weight painting interface that ruins it all
        and that they still drag their feet on the most neglected part of the program
        texture painting, texture layers and baking
        looks like it's still 2 years away cause they can't find a dev to work on texturing, but they can make endless crappy movies every 6 months

        • 8 months ago
          Anonymous

          >whats wrong with it?
          Ahahahahahah homie what about animation layers aka the most fricking basic feature that should just work and never piss animators off (you need to buy an addon for that and no, blender current ghetto solution doesn't work). What about non shit curve/NLA editors, what about blender being generally piece of shit to animate anything complex with because the shit is straight from 90s and requires you to click 5-10 times through some ass of a 'workflow' when it takes 1-2 actions from you in maya? Same with rigging, plus any complex rigs shit themselves performance wise.
          >texture painting, texture layers and baking
          Oh no, no no no you idiot they arleady spend time fricking around with their memenodes and memephysics (breaking them in next releases afaik) and had their time with sculpting (multires lmao) so they should fricking focus on shit that matters aka animation and rigging and only then build shit from there because no one is using blender as a fricking dedicated sculpting tool and no one will in next 10 years when zbrush exists and same shit will be for baking and texturing. Unless Blender becomes a good software to animate in and then they work with all the other features so you can have a comfortable workflow of doing shit in one program.

          I am not against them working on everything later on, I want to do most of my shit in one package and use other ones for very specific things at best but again, blender tools in isolation can't compete with other dedicated ones and they should focus on animation and rigging so it's fully functional without some half assed implementations and build shit from there. Not like Maya doesn't need addons and years of custom skripts to unfrick it's own jank (animbot) but even as a base package it has better animation tools and yeah, these addons and cripts had a very long time to mature and just werk.

          • 8 months ago
            Anonymous

            >complex rigs shit themselves performance wise.
            yeah that is a problem, also using proxy rigs/meshes is a nightmare

            >animation layers
            haven't had to use them so far

            >memenodes
            I like em!

            >sculpting
            the performance isn't as good as zbrush, but its pretty good

            >baking and texturing
            if it can offer basic functionalities of substance painter, thats all I need, but looks like it's still 2 years off cause they can't find anyone to do it

  53. 8 months ago
    Anonymous

    I was starting to lose hope for Ganker but then i saw this thread. Thanks OP

    • 8 months ago
      Anonymous

      >Asmon_smirk_(2)
      Ganker is dead

      • 8 months ago
        Anonymous

        No fricking way. I havent noticed the daily asmongold thread reaching bump limit.

  54. 8 months ago
    Anonymous

    When will Capcom start licensing it out?

    • 8 months ago
      Anonymous

      never, it's their engine for their games
      just like you dont get to use fox engine, or nintendo's inhouse engine

    • 8 months ago
      Anonymous

      You cant be serious. Have you seen the open world in SF6? It look frickign awful. UE5 is better in every single way.

  55. 8 months ago
    Anonymous

    >'Literally who' doesn't like Godot
    This post was sponsored by the PayPal mafia; you will pay the API fees and you will be happy.

  56. 8 months ago
    Anonymous

    geez, the engine that barely has any market share and came out in 2014 is not as mature as fricking unity? no shit

    • 8 months ago
      Anonymous

      They can't even make a tech demo like unity did with the megacity. Get mogged, Pajeet.

  57. 8 months ago
    Anonymous

    Considering most of what people were making in Unity was stuff like Shovel Knight Godot will be fine. The bottleneck for performance in a game like that is the player's monitor.

  58. 8 months ago
    Anonymous

    all of this is criticism of certain key functions for 3d games
    but godot is dogshit for 3d, I think everyone knows that

    so why do I care that certain key functions for making large scale 3d games are bad? godot is ideal for 2d games, 2.5d games, and probably fine for smaller 3d indie games, but yeah, no shit, its not suitable for large scale 3d games
    I don't understand this criticism, unity still has a bunch of backwards ass moronic shit in it that straight up doesn't work, their entire networking API is broken and you have to use a plugin for a 3rd party alternative, godots works, unity cannot handle voxels, godot can, each have strengths and weaknesses, this is a weird hill to die on

    I haven't used godot for a serious project, but yeah, it has disadvantages compared to unity, but it also has advantages, who didn't know that?

    • 8 months ago
      Anonymous

      >their entire networking API is broken
      not anymore it isn't
      it works now

      • 8 months ago
        Anonymous

        no, no it isn't
        what they had before was a broken websocket implementation, the same implementation thats basically 60 lines of C++ code that hasn't changed since the 80's that like 90% of the web is built on, the same implementation you can extend with a few hundred lines of code to add a bunch of nice features that you would actually want it to do, with hundreds of libraries available for this and basically every language's network stuff is built as a binding to an implementation of this in C++

        their "new" networking is client server exclusive and you need to roll one of their servers
        want to make ur own server and define all ur connections?
        gone
        want to be peer to peer?
        gone

        oh but wait you say, they have options for peer to peer! how can it be gone?
        yeah by paying them to host a server for people to connect to and setup p2p connections for you, not for you to build your own

        u know how most indie games that can't afford to setup a server just let u put in ur friends IP and he runs a server on his computer? (or vice versa) unity doesn't want you doing this without them getting a cut
        want to run your own servers for a large scale project? nope 0 support

        every single released online game stays completely away from units networking implementation, and the new one is worse than what they bad before

        its not fricking complicated and I should not have to add a plugin for networking capabilities every time I want them, its a basic fricking feature.

        • 8 months ago
          Anonymous

          >want to make ur own server and define all ur connections?
          >gone
          >want to be peer to peer?
          >gone
          I thought they added full tcp/udp stuff in the new networking stuff, if not i'll use a 3rd party library then, from there, I can just have a renderless version of the game hooked up to a webserver which talks with clients

          • 8 months ago
            Anonymous

            no, they removed it
            and yeah you the non rendering version, ideally you have a completely separate program that runs the same spec and interfaces with it, but you can do that even less with unitys pants on head implementation

            my advice would be to find a good library as a plugin based on an actual implementation, or write a plugin with a library you like, then make your game and write your server separately using the same library and implementation, but idk your level of development skill/experience

    • 8 months ago
      Anonymous

      >godot is dogshit for 3d
      Fricking moron, anyone who keeps parroting this shit should kill themselves. The problems with Godot are deep rooted and are universally true for both 2D and 3D.

      • 8 months ago
        Anonymous

        >my 2d game needs to be optimized by john carmack himself!
        there is no fricking way that your 2d game has actual real performance issues that doesn't involve you doing something absolutely moronic
        >b-but
        no

        • 8 months ago
          Anonymous

          It's not just about performance you massive cretin, Godot lacks basic shit like structs. The creator of Rimworld said Godot is fricking dogshit and that's 2D.
          Sure, you can make you pixelshit depressionlike platformer in it for sure, but that's not different than Timmy's First FPS that has two box rooms either, so your argument of 2D vs 3D breaks down even then. The main issue is that Godot scales awfully, or rather it doesn't even scale at all, so for anything more complex than what your awerage moron stitches together over a weekend is going to be a massive nightmare down the line.

          • 8 months ago
            Anonymous

            gdscript != godot

            • 8 months ago
              Anonymous

              Even if you use C#, you still have to deal with moronic shit like this

              • 8 months ago
                Anonymous

                yeah buddy, you loading scenes every frame?

              • 8 months ago
                Anonymous

                >using magic strings is fine
                This is your brain on high level scripting languages

              • 8 months ago
                Anonymous

                actually it's fine as long as you dont do it every frame
                you only need to load a scene once, so it's not that bad, do all your loading up front, and pooling so you dont have to have unexpected slowdowns

              • 8 months ago
                Anonymous

                It's not about loading you moron, it's about having to use strings to reference things
                If you don't understand why that's a bad thing I don't know what to tell you

              • 8 months ago
                Anonymous

                this is actually one thing I actually like about godot, it's easy to go through the node heirarchy to access the node you want to reference, instead of having to set everything through the editor in unity or use the GameObject.Find("Abomination")

                as long as you do these lookups only in start/init functions, it's a non issue, just as you do your getcomponents in unity in start functions because they are also quite heavy
                doing this in a gameloop is not optimal

              • 8 months ago
                Anonymous

                >change anything with string lookup
                >everything breaks and you have no chance to find it out until runtime
                >change anything with type lookup
                >things still work
                moron

              • 8 months ago
                Anonymous

                >refactor find by type name
                >breaks
                Anon, I know you think you're smart, but things break. You're cute with your ComSci 101 "don't use magic strings" but in practice sometimes that's what you do. You're also ignoring that you can just use CONSTANTS if you truly believe that your string names are going to be changing.

                const MONSTER_PREFAB_PATH = "res://path_to_your_monster_scene.tscn"

              • 8 months ago
                Anonymous

                yeah, but it's so convenient
                I prefer it over having to expose a reference and then manually link everything by mouse in the editor
                and I dont like using Find() just to access a child of something

                also I don't tend to break my hierarchies cause I design them sensibly in the first place, so those strings dont change for me

              • 8 months ago
                Anonymous

                Way too many Godotard are like "But I like Godot/GDscript because [feature that is actually trash but allows them to be mindless and lazy]"

              • 8 months ago
                Anonymous

                I like GDS because I can enforce static typing which deals with 99% of problems beforehand.

              • 8 months ago
                Anonymous

                MAGIC STRING MAGIC STRING MAGIC STRING

              • 8 months ago
                Anonymous

                MAGIC STRING MAGIC STRING MAGIC STRING

                those magic strings are not nearly as bad as godot, also you will never be a woman.

              • 8 months ago
                Anonymous

                In real life I'd just ignore you because you're fat.

              • 8 months ago
                Anonymous

                no, i'm not fat just like you will never be a real woman, transgenderism is not a real gender

              • 8 months ago
                Anonymous

                Godot does the exact same thing with group calls. Put a little line in your script to subscribe to a group when you spawn an object and you can group call all enemies with apply damage etc.

                Listen guys, go back to unity. Godot isn't for you.

              • 8 months ago
                Anonymous

                >BroadcastMessage
                in theory, couldn't unity just identify which function "applydamage" would call and store that as a functionpointer, so it doesn't have to check character by character at runtime like a pleb
                I'm not sure how unity actually handles that under the hood

              • 8 months ago
                Anonymous

                Don't worry Unity has amazing performance.

              • 8 months ago
                Anonymous

                MAGIC STRING MAGIC STRING MAGIC STRING

                Nobody in their right mind uses that unless they're a clueless moron following some shitty youtube tutorial
                Meanwhile in Godot you have no alternative but to rely on strings

                yeah, but it's so convenient
                I prefer it over having to expose a reference and then manually link everything by mouse in the editor
                and I dont like using Find() just to access a child of something

                also I don't tend to break my hierarchies cause I design them sensibly in the first place, so those strings dont change for me

                Again, it's fine for your pixelshit depressionlike but for anyone competent this is a huge red flag that you're going to have a fricking problem with the engine down along the line for anything serious

              • 8 months ago
                Anonymous

                Unity copers are so funny with how they defend their sacred cow.

              • 8 months ago
                Anonymous

                so are Godot copers

              • 8 months ago
                Anonymous

                I'm being pragmatic. Every game engine sucks in their own special ways. Unity is special because they decided to frick over developers financially all the while having a game engine that hasn't improved in 5 years.

              • 8 months ago
                Anonymous

                >having a game engine that hasn't improved in 5 years.
                it has in numerous ways

              • 8 months ago
                Anonymous

                >gameObject.GetComponent<IDamaeable>()?.ApplyDamage(5);
                yeah the null conditional does not work with unity objects but whatever imagine i expanded that out with a null check

              • 8 months ago
                Anonymous

                >IDamaeable
                oh gee your reference needs to be refactored already

              • 8 months ago
                Anonymous

                >ctrl-r-r
                >left left left left left
                >g
                >enter
                wow

              • 8 months ago
                Anonymous

                Pointing out you morons frick things up all the time and you're busy whining about magic strings.

              • 8 months ago
                Anonymous

                magic strings are bad because they dont get a red squiggly when you typo them
                also because stringcompares are slow but obviously thats not a big deal when it comes to loading a prefab from your resources which you might do once every 3 seconds

              • 8 months ago
                Anonymous

                Godot can parse and error out string paths just fine and you can statically type whatever you're loading, this is a nonissue.

              • 8 months ago
                Anonymous

                Also Godot uses string interning for making comparisons fast, another nonissue.

              • 8 months ago
                Anonymous

                you can use "getchild(int)" just like unity

              • 8 months ago
                Anonymous

                MAGIC STRING MAGIC STRING MAGIC STRING

              • 8 months ago
                Anonymous

                Except in Unity you can find components by type

              • 8 months ago
                Anonymous

                Yeah anon, you're going to FindComponentsByType you absolute moron? In a performance thread?

              • 8 months ago
                Anonymous

                >using magic strings is fine
                This is your brain on high level scripting languages

                It's not about loading you moron, it's about having to use strings to reference things
                If you don't understand why that's a bad thing I don't know what to tell you

                >magic string
                What. You mean a string? What's the problem here am I missing something? Am I being baited?

              • 8 months ago
                Anonymous

                First thing is that you have to specify absolute paths and specific names, which if they change for any reason will no longer work
                Second, the IDE has no idea what the string references to so you have no idea if it breaks until runtime

                Which is fine if all you have is a character in an empty room, but for any serious large-scale project it can be a fricking nightmare

                >refactor find by type name
                >breaks
                Anon, I know you think you're smart, but things break. You're cute with your ComSci 101 "don't use magic strings" but in practice sometimes that's what you do. You're also ignoring that you can just use CONSTANTS if you truly believe that your string names are going to be changing.

                const MONSTER_PREFAB_PATH = "res://path_to_your_monster_scene.tscn"

                There's a difference between "sometimes that's what you do" and "that's what you HAVE to do"

              • 8 months ago
                Anonymous

                I have 10000 sfx in a folder
                there's no way I'm creating an audioSource for each of them in the editor
                I'm gonna access them by name as they are on disk, deal with it
                playSound("moron/megascreech.wav");

              • 8 months ago
                Anonymous

                In a game engine that is what you HAVE to do because there's no other way for the GameManager to spawn the prefab called Player. At some point you are going to have to use a magic string. It's a stupid hill to die on.

                I'm sorry but

                var player= load("res://Player/Player.tscn")

                is the least of your problems

                If you're absolutely convinced you will be changing your prefab names then use CONSTANTS.

              • 8 months ago
                Anonymous

                >In a game engine that is what you HAVE to do
                You mean in Godot that is what I have to do
                And constans don't fix the issue where you move the Player scene anywhere else it breaks, and you won't know it until runtime

                Unity copers are so funny with how they defend their sacred cow.

                >pointing out how Godot is moronic means I'm defending unity
                moron

              • 8 months ago
                Anonymous

                Anon your shitty indie game has at best 20 unique monsters, you can type them in.

              • 8 months ago
                Anonymous

                >And constans don't fix the issue where you move the Player scene anywhere else it breaks, and you won't know it until runtime
                He is arbitrarily moving his game assets around and refactoring for who knows why. Complains that he has to change the CONSTANT path after refactoring. Acts like refactoring tedium doesn't exist in any major code project and is unique to Godot.

                It's not like you can't have an OnStartup check of all your prefabs, why even use CONSTANTS when you can load your assets from a JSON or YAML file? You know you could check if they exist there, right? Problem solved, no more magic strings, runtime error checking to make sure Particles/Projectiles/_semiHardBall003.tscn exist.

                Your issue is you're a brainlet.

              • 8 months ago
                Anonymous

                >create array with all the resources you want to load at the beginning
                >check if everything is there
                >use array instead of the raw strings later
                Maybe writing blogposts is more up your alley than programming.

              • 8 months ago
                Anonymous

                That is example code in the packed scene documentation. The documentation is not intended to explain to you code architecture and patterns. There are several methods to abstract locations for resource files, which packed scenes are, so that if there is a problem you will get a descriptive error at compile time. Relying on magic strings is not necessary.

          • 8 months ago
            Anonymous

            >brainlets get filtered by C++
            >complain about the shitty gdscript instead that's only intended for quick hacks
            Skill issue + works on my machine + seethe + cope + take the L + touch some grass

  59. 8 months ago
    Anonymous

    KEK is this true? https://github.com/godotengine/godot/issues/23998

    • 8 months ago
      Anonymous

      why did you ignore the posts asking you to show your work

      • 8 months ago
        Anonymous

        Why does it matter when the founder gets ratiod by all the other devs? Lmao.

        • 8 months ago
          Anonymous

          Why do you refuse to post anything?

        • 8 months ago
          Anonymous

          Juan needs to get his head out his own ass and accept that his code is not performant, and the godot's physics server is broken.

  60. 8 months ago
    Anonymous

    >rather than opening an issue or just making a branch to fix it himself like any normal github user he instead goes crying to reddit
    ok homosexual. I'll keep making games while you cry that it could be running at 600fps on a 960 instead of 300.

    • 8 months ago
      Anonymous

      That would mean he has to defend himself against engine developers instead of redditors who likely just use the engine for their quirky (retro game name here) inspired indie game.

    • 8 months ago
      Anonymous

      Because he's just trying to cope with the fact that he and everyone else got rugpulled, he wants a free unity, they all want a free unity. Godot is not unity and it never will be.

      It's like breaking up with a hot girl because she wants to frick Black folk and then finding some trailer trash and then complaining to everyone about how she could be hot if she only went to the gym and put on makeup and changed her personality to be more like the girl that wanted to frick Black folk.

      • 8 months ago
        Anonymous

        what

        • 8 months ago
          Anonymous

          Nogames are pissed at Unity (their ex girlfriends), they find a new girl and they're mad it's not their ex girlfriend.

  61. 8 months ago
    Anonymous

    >join godot's discord

    • 8 months ago
      Anonymous

      this is how you know an organization has no real reason to exist

    • 8 months ago
      Anonymous

      so how long until they add pronouns to their engine?

  62. 8 months ago
    Anonymous

    First they ignore you
    Then they laugh at you
    Then they fight you
    Then you win

  63. 8 months ago
    Anonymous

    It's Godover..

  64. 8 months ago
    Anonymous

    >custom scripting language
    >built-in code editor
    Sounds like Roblox with luau, did they get inspired by that or the opposite?

    • 8 months ago
      Anonymous

      >did they get inspired by that or the opposite?
      I think the former, by the time of Godot's inception, GDScript wasn't a thing and they used Lua.

    • 8 months ago
      Anonymous

      built-in code editor is fine, as long as it's optional

  65. 8 months ago
    Anonymous

    Godotgays when they realize Cruelty Squad wasn't meant to look like that, it's just the engine falling apart in real time

    • 8 months ago
      Anonymous

      remember how proud the godot devs were for their first real game made with godot

  66. 8 months ago
    Anonymous

    Totally organic non shill thread.

  67. 8 months ago
    Anonymous

    The best game of 2021, Cruelty Squad, was made with godot

    • 8 months ago
      Anonymous

      And it runs like shit

      • 8 months ago
        Anonymous

        and?

  68. 8 months ago
    Anonymous

    >keep developing on Unity since the chabges don't affect me right now
    >by the time im done or not with my game Godot will be in better conditions
    thanks for beta testing

  69. 8 months ago
    Anonymous

    >blog consisting of exactly ONE post, nothing else
    >github activity is private because reasons
    >github repos consist of
    shit untouched for 6 years
    >>some python shit made for AI theorem prover or something?
    >>some javascript shit, I have no honest idea what the hell it is, it sure does not look like a videogame
    >>ONE SINGLE thing for anything vidya is something that isn't even made for videogame or a videogame mechanism, it's addon or whatever that speeds up reloading testing environment of unity
    Incidentally, that last thing is "bestseller" on Unity Store, so we can conclude with little doubt that Sam here (if he is Sam, I have suspicions he's a chink) felt that his money-making machine shown a sign of loosing steam, so he's scrambling to do something about it.

  70. 8 months ago
    Anonymous

    remember when juan said godot 4.1 would focus on performance... and there was barely any difference
    https://godotengine.org/article/release-management-4-0-and-beyond/

    now the goal is to improve performance over the 4.x series lmao

    • 8 months ago
      Anonymous

      I wish juan would've just stayed on 3.5x and focused on features over chasing AAA rendering shit which doesn't matter when you don't have basic game making tools like landscapes or skeleton viewer.

      Godot still doesn't match up to UDK which was out of date a decade ago.

      I mean it doesn't even have a proper decal node, only projection decals which appear on top of everything including character meshes so they're basically useless.

    • 8 months ago
      Anonymous

      you wish but most people deman graphics graphics and graphics.

      I don't really care hoew slow godot is at the moement. is opensource free and at some point is going to get better and will be something like Blender.

      all and all other engines will have to do something about it.

    • 8 months ago
      Anonymous

      4.1 had massive performance improvements for GDScript (4x-6x) and background loading, what are you talking about?

  71. 8 months ago
    Anonymous

    The fact there's some sort of raid against godot just shows you the ((dark forces)) behind these private engines.

    • 8 months ago
      Anonymous

      There's no raid, a lot of people jumping ship after Unity did a rugpull and looking into alternatives and realizing just how limited Godot is

      • 8 months ago
        Anonymous

        >WE'RE UNDER ATTACK BY THE PRIVATE ENGINES!! RAAAAAAAAAR!
        I just do it because its funny, especially when you defend your little toy engine
        and partially cause I wasted a month seeing if godot was viable and it caused so many problems

        Yeah bro, totally organic.

        • 8 months ago
          Anonymous

          lmao

          • 8 months ago
            Anonymous

            I did not imply you were the same people.

            • 8 months ago
              Anonymous

              really, thats why you quoted both of us in one post
              I dont know who the other guy is, but the godot community probably pissed him off too

      • 8 months ago
        Anonymous

        >There's no raid, it's just people making the same threads and reposting the same links over and over completely organically.
        Surely you have a techdemo you can show us, right?

        • 8 months ago
          Anonymous

          Eat shit, not everyone who's disappointed with Godot is a shill. Hell I'm just a hobbydev and even I'm constantly running into glaring faults, especially the way it's so obsessed with it's shitty scripting language.

          • 8 months ago
            Anonymous

            >Eat shit, not everyone who's disappointed with Godot has ever used it
            we know

          • 8 months ago
            Anonymous

            The shitty scripting language is like the least of godot's problems. You should switch engines if you want proper programming.

    • 8 months ago
      Anonymous

      >WE'RE UNDER ATTACK BY THE PRIVATE ENGINES!! RAAAAAAAAAR!
      I just do it because its funny, especially when you defend your little toy engine
      and partially cause I wasted a month seeing if godot was viable and it caused so many problems

      • 8 months ago
        Anonymous

        Wait are you that indian guy?

    • 8 months ago
      Anonymous

      I just hate your discord logo and code of conduct

    • 8 months ago
      Anonymous

      There are some legit criticism about Juan and Godot, Juan is too attached to certain components the Godot Physics is the perfect example, is one of the worst parts of engine, it can't handle the grid node, its not precise, it can't properly detect collisions under stress, it can easily breakdown, and the performance is trash, there is video proof of that.

      • 8 months ago
        Anonymous

        Not defending godot but the good thing about it being free and everyone paying attention to it is if actual talented programmers made a rewrite of the whole thing. It's a good opportunity for that.

        • 8 months ago
          Anonymous

          >if actual talented programmers made a rewrite of the whole thing. It's a good opportunity for that.
          all the more reason to call it slowdot, until the devs actually address it, instead of ignoring gamedevs who asked for performance for YEARS

        • 8 months ago
          Anonymous

          Indeed.

        • 8 months ago
          Anonymous

          Who gives a frick then if it's free? We're talking about Godot not a hypothetical entirely different engine. This "bb-b-b-but it's free" shit is irritating. Who gives a frick if all the code is open source if it's all shit code?

          • 8 months ago
            Anonymous

            You entirely missed the point of my post. What a way to be a moron. Go to the next closed source engine and wait for the next drama then.

            • 8 months ago
              Anonymous

              NTA but you missed his point, you can't fix something that is unfixable.

              • 8 months ago
                Anonymous

                This is why o said to rewrite the whole thing. Can you read Black person? The opportunity is good because everyone is paying attention to it

              • 8 months ago
                Anonymous

                Why "rewrite" the whole thing and not starting from scratch Black person? The whole point is that Godot is a mess even as a concept. Who the frick needs/wants python-like scripting languages with a performance worse than python?

              • 8 months ago
                Anonymous

                Of course you can made everything from scratch. I was just saying it was a good opportunity of doing it because a lot of people would be interested in not repeating the same mistakes of ending up with traps like unity in the future. Frick just make a new open source engine then, frick godot. I just think now is the time for it.

              • 8 months ago
                Anonymous

                Sure, but there's no need to start a "new engine" just for the sake of it. Instead one should focus on making games. If they need a specialized solution then they should write their own thing from scratch.
                There's many more open source engines, many of which are better than Godot in some regards

                https://youtu.be/nCBgD9sBODQ?si=QwidR5xJH7ELB4qU

            • 8 months ago
              Anonymous

              I have my own code I do gamedev with. I used godot long ago and saw it was shit and I was mucking about with its internals longer than it would have taken to just write something from scratch. Considering their outstanding PRs, I was right. How is what you are suggesting - to have a "team of talented programmers" write a new game engine from the ground up - realistic (why would they do this?), or more useful than using unity or whatever, since it amounts to having to toss your godot game and make it in this new hypothetical engine anyway, which is the entire reason there's unity drama at all (if people were not tied to it there would be no drama and it would simply be dropped)

              If you are trying to make money, relying on anybody else for such a fundamental part of it is moronic. Can't afford to wait around hoping a "team of talented programmers" are going to rewrite the shitty part of the engine - the whole thing - for you.

      • 8 months ago
        Anonymous

        you can use jolt with godot

        • 8 months ago
          Anonymous

          You can also use PhysX, Rapier or your own custom physics engine, but that is not the point, Juan either doesn't care about this long running problem or he believes that he will be able to create the perfect physics engine.

          Maybe Juan will read this thread or one of core members, so please, read the following words carefully, and sorry for the capslock.
          MAKE A FRICKING DEMO, THAT TPS DEMO DOESN'T CUT ANYMORE.
          MAKE A HOUR LONG DEMO, USING THE DEFAULT TOOLS, NO GDNATIVE.
          RECREATE A V-SLICE OF AAA GAME, SOMETHING COMPLEX THAT WILL STRESS THE GODOT TO ITS LIMIT.
          I strongly recommend open world games like Cyberpunk, Kingdom Come, Tears of the Kingdom, or Dynasty Warriors 9

          • 8 months ago
            Anonymous

            godot was never intended to compete with unity or unreal, it's just his pet project
            https://twitter.com/search?q=reduzio%20compete&src=typed_query

        • 8 months ago
          Anonymous

          >umm actually godot physics is fine, if you install this physics plugin unrelated to godot
          wow
          >has to do the same shit with 500 other plugins to make the engine useable in the first place
          why are GoDoTards shilling this piece of shit again?

      • 8 months ago
        Anonymous

        These videos are 2 years old, Godot 4 have dropped Bullet as physics backend and moved to a new implementation which is more stable and has better performance, I would like to see a comparison that was done on the current latest version. Also I've read that there might be plans to use Jolt

  72. 8 months ago
    Anonymous

    You guys know you can just fork and make a better version of it right?

    • 8 months ago
      Anonymous

      >(10) BUT IT IS OPEN SOURCE, YOU CAN FIX IT YOURSELF… oh, can I? So, I can give up working on games to fix every single problem Godot has? Good freakin’ luck, guys. That’s a LOT of growing problems to deal with. Also, are you a game engine engineer? Can you squeeze Unity or Unreal performance out of Godot? You gonna rewrite the whole core of the engine to make it a powerhouse? If you believe you can, you should be building your own engine… not wasting your time in Godot. Most of us want to build games, NOT engines. It’s why we have game engines in the first place, to do the grunt work… but Godot ain’t much of a grunt. It’s more like a couch sittin’ keyboard warrior that yells how good it is but has never even been in a fist fight, let alone seen the blood of combat.

      best to delete it all and start over
      the whole engine is full of bad code

      • 8 months ago
        Anonymous

        So make your own engine like the good old days.

      • 8 months ago
        Anonymous

        You absolute moron workarounds is the name of the game in every game engine.

        • 8 months ago
          Anonymous

          other game engines aren't 3x slower out of the box

          • 8 months ago
            Anonymous

            3x slower doing what exactly? Casting 600 raycasts per frame? Is that your game?

  73. 8 months ago
    Anonymous

    >Suddenly daily threads shitting on an free open source engine being bad

    Very organic. Just don't use it? Or maybe there's ulterior motives at play here....

    • 8 months ago
      Anonymous

      >ulterior motives
      yeah, it's fun and the godot community has pissed me off a few times, eat shit indieshitters

  74. 8 months ago
    Anonymous

    coding is for bugmen, pajeets and autists
    game engines should not require written code from the user's end

  75. 8 months ago
    Anonymous

    >the goost schizo is back

  76. 8 months ago
    Anonymous

    [...]

    lmao some of those posts are mine, others arent
    guess the picture is too funny and really captures the spirit of godot!

    • 8 months ago
      Anonymous

      god you trannoids are so bad at being disingenuous
      guess that why you don't pass

      • 8 months ago
        Anonymous

        >calling godot haters trannoids when the discord logo is permanently trans themed
        the something cries out in something when it somethings at you

      • 8 months ago
        Anonymous

        >godotrannies calling others trannies
        the pottery

        • 8 months ago
          Anonymous

          I almost felt bad when the unpaid Unity community manager troony kept spamming twitter about how nobody would take his garbage tweets and turn them into commits RIGHT NOW. I guess they're destined for each other and I'm destined to learn how to write a GOOD SDL project :,(

  77. 8 months ago
    Anonymous

    >unitrannies on suicide watch

    • 8 months ago
      Anonymous

      Protip, if you're not sure if something is a problem, then it's probably a problem.

  78. 8 months ago
    Anonymous

    waiting for godot to allow me to make a game without the scripting bullshit

  79. 8 months ago
    Anonymous

    Now that we've established that both unitydevs and godotdevs are trannies, what are some good troony-free frameworks?

    • 8 months ago
      Anonymous

      Just use Unreal for 3d. Or if you are doing 2d make your own engine, its simple enough for 2d

      • 8 months ago
        Anonymous

        >start new project
        >build
        >1 gigabyte file size

    • 8 months ago
      Anonymous

      Windows Visual Studio or Mono
      https://visualstudio.microsoft.com/downloads/
      https://monodevelop.en.softonic.com/

  80. 8 months ago
    Anonymous

    why godot will never be fast
    https://twitter.com/search?q=reduzio%20data%20oriented%20design&src=typed_query&f=top

  81. 8 months ago
    Anonymous

    [...]

    wow we maxed out your 6 word vocabulary
    got any more pottymouth?

    • 8 months ago
      Anonymous

      you'll keep making this thread over and over like the seething troony you are
      and you'll accomplish nothing

      • 8 months ago
        Anonymous

        >you'll keep making this thread over
        yes I will, and you'll seethe daily
        DAILY!!
        lmao

  82. 8 months ago
    Anonymous

    Why does this guy act like Godot is a paid product/service and not an open source project he can modify at leisure for his own use?

  83. 8 months ago
    Anonymous

    Unity devs are worthless. All they do is b***h and moan, too scared to step out of their comfort zone(c#). God forbid they have to use an actual functioning 3D engine. Good experienced devs are either working at AAA studios, using unreal, or working on their own engine stuff. r/gamedev flocked to godot last week just to realize it’s worthless and is now a deer in headlights. Godot does literally nothing better than its competitors and the open source fad isn’t enough to carry it. Every year it’s “godot is about to get good guys” and nothing happens. And no, there is no magic fairy game engine dev that will come down and fix it. Time to man up and come home to Unreal so you can finish your damn game.

    • 8 months ago
      Anonymous

      Brotato was made with Godot which demonstrates all the performance you need from a 2D game engine.

    • 8 months ago
      Anonymous

      Godot is not good, I don't want it to be 'good'. I use troonygine because it uses a moronic scripting language that works for me. If I wanted real programming I wouldn't be using godot.

    • 8 months ago
      Anonymous

      Godot is not perfect but you have to keep your expectations low. Obviously it's not going to replace Unity on every level but since it's open source it's a safer choice. As a game development company making your own engine is a moronic choice, might as well fork godot and improve it, then push the changes upstream so that everyone benefits. There is no other decent open source game engine

  84. 8 months ago
    Anonymous

    Why don't you losers just learn to use unreal.

  85. 8 months ago
    Anonymous

    >Unity so desperate they need to pay shills to make threads like this

  86. 8 months ago
    Anonymous

    You can tell that godot is good just by how much Ganker seethes at it

    • 8 months ago
      Anonymous

      >Ganker
      It's the same false-flagging schizo.

      • 8 months ago
        Anonymous

        There's more than one moronic nodev screeching at it and claiming it sucks because of moronic nitpicks in this very thread.
        Truth is, Godot is very very good and has only just started getting traction. This scares the Unitards who spent the last decade learning the ins and outs of a proprietary engine.
        Next time invest your time learning open source tooling so you don't get assfricked by the next John. Unless you love it of course, you turbohomosexual.
        The future is bright godotbros. Unitroons in complete shambles.

        • 8 months ago
          Anonymous

          >This scares the Unitards who spent the last decade learning the ins and outs of a proprietary engine.
          nah, it's just fun torturing the godotards with reality 😛

          • 8 months ago
            Anonymous

            (You) 🙂

        • 8 months ago
          Anonymous

          >Truth is, Godot is very very good and has only just started getting traction.
          Absolute delusion
          I want Godot to be good, and hopefully with Unity shitting the bed now gives it enough attention so that they pick up the pace but you're a fricking moron if you think Godot is anything more than a toy

          • 8 months ago
            Anonymous

            It's not comparable to the maturity of Unity or UE for sure, but you're a fricking moron if you think that Godot is a toy. 99% of indie games out there could be remade in Godot.

            • 8 months ago
              Anonymous

              99% of indie games are low effort garbage, so in a sense you're right - they're perfect for Godot.

              • 8 months ago
                Anonymous

                ... But you're shilling Unity?

              • 8 months ago
                Anonymous

                Where did I shill for Unity you Black person
                Just because Godot is shit doesn't mean you should use Unity, you're a fricking moron if you pick Unity after the shit they pulled

              • 8 months ago
                Anonymous

                So hang on
                Godot is a toy
                Unity is, well, Unity
                So what do you suggest?

                >But you're shilling Unity?
                if they paid me, it would be shilling
                I'm trying to save your life anon, dont waste it on godot

                >he does it for free
                lmao

              • 8 months ago
                Anonymous

                >he does it for free
                it's fun to laugh at godot devs

              • 8 months ago
                Anonymous

                >I'm trying to save your life
                >Huhhh actually I'm just trolling
                Go back to Riccitiello's cuck shed

                >So what do you suggest?
                Why do you think I'm coping so hard? Shit's fricked and unless Godot gets it's shit together or something else like Stride or Flax steps up things are only going to get worse

                It's basically been a one man hobby project until like last year, dev is addressing all complaints, there's only room for improvement now. I don't understand why you're coping so hard, what game are you making if you're hitting godot's limitations enough to complain so vocally about it? Because again, it's good for the vast majority of games out there right now. It's kinda rough around the edges, but perfectly usable.

              • 8 months ago
                Anonymous

                >It's basically been a one man hobby project until like last year,
                not true
                there's a whole team of them

                >but perfectly usable.
                you use it then

              • 8 months ago
                Anonymous

                I am

                Hello Juan

                Hello John

              • 8 months ago
                Anonymous

                Hello Juan

              • 8 months ago
                Anonymous

                >So what do you suggest?
                Why do you think I'm coping so hard? Shit's fricked and unless Godot gets it's shit together or something else like Stride or Flax steps up things are only going to get worse

              • 8 months ago
                Anonymous

                Don't forget Bevy

              • 8 months ago
                Anonymous

                Rust is the very last thing you want to use when you are developing a game, and I love Rust.
                As the underlying foundation of a higher level engine? Sure, if you use a scripting language on top of it to iterate fast. Using it directly? You're going to waste a lot of time that is not worth the performance gain.

              • 8 months ago
                Anonymous

                QRD?
                I heard Rust compilation times are abysmal but not so sure about that.

              • 8 months ago
                Anonymous

                The compilation time can be worked around with a flag that vastly reduces it, the problem is that you really don't want to fight with the borrow checker and shit like that when you are writing the code to make the funny guy go bing bing wahoo. Iterating must be FAST in spite of everything else, especially while prototyping.
                Rust is good when you need a specific code path to be optimized to be as fast as possible, but for everything else you want a scripting language like Lua that just dgaf about everything

              • 8 months ago
                Anonymous

                What is fricked exactly?
                >inb4 copypasting shit from 2018 again that was fixed long ago

              • 8 months ago
                Anonymous

                >Shit's fricked and unless

                Yeah shits fricked for you unity morons, everyone else is doing fine thankyou. Frick off.

              • 8 months ago
                Anonymous

                You are the purest Ganker poster, because you truly hate both video games and all possible methods of creating videogames.

              • 8 months ago
                Anonymous

                >But you're shilling Unity?
                if they paid me, it would be shilling
                I'm trying to save your life anon, dont waste it on godot

    • 8 months ago
      Anonymous

      But Ganker hates everything.

  87. 8 months ago
    Anonymous

    godot has been bankrolled for years and years and still has as many games as the ps3

    • 8 months ago
      Anonymous

      Gee anon I wonder what changed recently for people to reconsider using Unity as their primary indie game engine?

  88. 8 months ago
    Anonymous

    A developer has responded to the article on reddit.

    • 8 months ago
      Anonymous

      >a developer
      that's the founder

    • 8 months ago
      Anonymous

      >this is not complex to do
      >hopefully someone else does it
      what the frick

      • 8 months ago
        Anonymous

        he has stepped back from coding, which is fine
        but I dont see why he can't convince his fellow devs to focus on fixing performance since it's a bigger pain point than anything else in the engine right now

      • 8 months ago
        Anonymous

        >people complaining 3D features and the physics engines are lacking
        PRIORITY NUMBER ONE MAKING SURE THE RAYCASTS FEATURE HITS 5000 RAYS PER FRAME

        • 8 months ago
          Anonymous

          >the physics engines are lacking
          Just use Jolt physics https://github.com/godot-jolt/godot-jolt

  89. 8 months ago
    Anonymous

    wtf is this theorethical shit, my godot raycasts are threeliner kek
    they made the call a bit more complex in gd4 (in gd3 it was a oneliner) but comeon

  90. 8 months ago
    Anonymous

    >before
    >godot is niche and people didn't talk negatively about it

    >now
    >people say they'll move onto Godot after Unity showed its true colors
    >suddenly multiple "independent" journalists and entities started shitting on it
    totally organic. Yup

    • 8 months ago
      Anonymous

      >people didn't talk negatively about it
      are you crazy? we had many threads dunking on godot for YEARS

      [...]

      we even had unity and unreal devs fighting godot

    • 8 months ago
      Anonymous

      >people outside of godot echo chamber look at it because unity shits the bed
      >it's totally shills, our little game engine is perfect and completely fine sisters!

  91. 8 months ago
    Anonymous
    • 8 months ago
      Anonymous

      >New version is out
      >I need to update my 89% done game to it
      why do people do this?

      • 8 months ago
        Anonymous

        >why do people do this?
        sometimes we want a new editor feature
        or we might get a performance boost, or that annoying bug may get fixed, or the editor wont crash as much... and you're too lazy to make a backup cause the project folder is 10gb full of tiny files that take ages to copy
        and then your whole thing gets borked due to deprecated functions everywhere
        happened to me lol

  92. 8 months ago
    Anonymous

    >Godot is le not good
    ok
    Propose a better engine then

    • 8 months ago
      Anonymous

      ?si=QwidR5xJH7ELB4qU

      • 8 months ago
        Anonymous

        >Godot in the thumbnail
        I'll choose Godot then

      • 8 months ago
        Anonymous

        >Unigine

        • 8 months ago
          Anonymous

          2033

      • 8 months ago
        Anonymous

        This video isn't about "better".

        • 8 months ago
          Anonymous

          That's your opinion

          • 8 months ago
            Anonymous

            I bet those engines also can't achieve 5000 raycasts per frame and yes, wouldn't survive performance perfectionist nitpicking.

            • 8 months ago
              Anonymous

              No anon, just because Godot is shit doesn't mean others are

              • 8 months ago
                Anonymous

                Name 2 that aren't Unreal.

              • 8 months ago
                Anonymous

                Heaps, Bevy

              • 8 months ago
                Anonymous

                Skip

              • 8 months ago
                Anonymous

                Panda3d, Stride, Flax, Cocos

              • 8 months ago
                Anonymous

                Panda3d
                - literal who game engine, everything bad about Godot except magnified

                Stride
                - features showcase from 2017

                Flax
                - 4% royalty, why use it over Unreal?

                Cocos
                - Chinese

              • 8 months ago
                Anonymous

                >Cocos
                >- Chinese
                Wait, what did I miss?
                I thought it was also made by a based latinx, like Godot.

              • 8 months ago
                Anonymous

                Red flag 1. Other red flag is half the examples are Chinese.

  93. 8 months ago
    Anonymous

    engine made by gays, for gays

  94. 8 months ago
    Anonymous

    >It's not possible to make an AAA game with Godot, something that no indie devs make or care about so please don't stop using Unity and pay them more and more money goy.
    Frick off, israelite.

  95. 8 months ago
    Anonymous

    is anything ever going to come out on Godot?

  96. 8 months ago
    Anonymous

    anyone remember when juan wrote a tweet saying he wasn't impressed by this physics demo which simulates every physical part of the RC car instead of faking things games do with a few colliders

    juan said this demo was possible 20 years ago
    https://twitter.com/reduzio/status/1582455253454422016

    totally missing the point

    • 8 months ago
      Anonymous

      this guy is such a fricking moron and killing the project he's so proud of

      • 8 months ago
        Anonymous

        I dont hate him, I just find him funny

  97. 8 months ago
    Anonymous

    > Let’s be clear here: I’m still a Godot newb, and this article will contain mistakes and misconceptions.
    This was a pain to read all the way through, even though it did raise some issues rather badly.
    This was a waste of my time. I might as well have asked a 16 year old holocaust survivor what she thinks about the Germans. At least then I could laughed someone in their face about it.

  98. 8 months ago
    Anonymous

    Why aren't more developers using Source/Source 2? Whenever these discussions arise I never see them mentioned.
    Titanfall/Apex Legends, E.Y.E, Insurgency, The Stanley Parable and s&box come to mind.

    • 8 months ago
      Anonymous

      even valve isn't using source 2 for much, their devs were wondering if they should just use unity or unreal or keep building the source 2 engine

      source1 is terrible, have you ever tried hammer?

  99. 8 months ago
    Anonymous

    If you're so worried about having peak performance then why don't you go write your own engine you lazy c**t. I swear to god the biggest meme in modern indie game dev is
    >Writing an engine takes a million years and is super duper hard you guys!!!

    • 8 months ago
      Anonymous

      You don't even have to write an entire game engine, Godot is open source, just fork and fix the code paths that your game is bottlenecked on, you'll still save lots of time in the process and you don't even have to give a shit if you break gdscript backwards compatibility.

  100. 8 months ago
    Anonymous

    That's fine I don't unity scum on my engine anyway.

    Get lost homosexuals

  101. 8 months ago
    Anonymous

    these threads are very similar to the AI "art" threads
    is this a handful of frustrated autists doing the same thing over and over and over trying to get a reaction?

    well, it worked

  102. 8 months ago
    Anonymous

    >INDIE= BAD
    >OPEN SOURCE = BAD
    >GETTING FRICKED BY BIG CORP = GUD
    Yep, its a Ganker thread.

  103. 8 months ago
    Anonymous

    >UPDATE: This article has started an ongoing conversation with the Godot devs. They care about the issues raised, and would like to improve things. Significant improvements will almost certainly be made, although it’s still early days and it’s unclear what will change and by how much. I am encouraged by the response. I believe Godot’s future could be very bright indeed.

    • 8 months ago
      Anonymous

      God damnit, frick. All these unity gays have ruined godot.

      What engine can an orphaned godot user migrate to?

    • 8 months ago
      Anonymous

      I'm also somewhat optimistic that they finally addressed what other devs have complained about FOR YEARS
      that is why I wont stop shitting on godot, until they fix it, and change the discord logo

      • 8 months ago
        Anonymous

        The shit the guy was complaining about was directly addressed in other parts of the engine quite a while ago and they simply didn't come around to that very specific use case.

        Good job anon, Ganker already doesn't play games, if they're even allowed to shitpost about engines you would kill literally threads here

        These threads are better off dead because it's nauseating reading the completely fricking wrong "information" over and over being parroted by clueless idiots who absolutely do not know what they're talking about, you know you're doing something very wrong with your life when you rely on copypasting several years old shitposting.

      • 8 months ago
        Anonymous

        >and change the discord logo
        Ah, very high on the priority list right there.

  104. 8 months ago
    Anonymous

    Stop trying to suggest, help, shitpost, backseat design or have any input at all in gamedev discussions unless you have actual experience with the tools and techniques you're talking about. You would never appreciate someone who never touched a powertool in their lives butting in to talk about what drill is the best so don't do the same here. This goes for 99% of you morons.

    • 8 months ago
      Anonymous

      Good job anon, Ganker already doesn't play games, if they're even allowed to shitpost about engines you would kill literally threads here

  105. 8 months ago
    Anonymous

    The problem with Godot, is that all the devs on it are lazy bums who won't change anything unless you literally yell at them in their face

    • 8 months ago
      Anonymous

      >who won't change anything unless you literally yell at them in their face
      partially why I made the thread, the other part is cause I really like the thread picture

  106. 8 months ago
    Anonymous

    Someone is very worried about Godot.
    Microsoft for being the first non-C# engine to be successful? could it be. Boomers for not being C++. Unity?

    I'm going to focus on Godot because I liked it, besides, the triple AAA market is really dead and the remaining titles are already consolidated, the consoles are dying, I'm going to have fun with ultra cheap indie games.

    • 8 months ago
      Anonymous

      it's the illuminati, ooga booga!

  107. 8 months ago
    Anonymous

    sam pruden is a nodev with one single blogpost

  108. 8 months ago
    Anonymous

    When you make a game in godot its trivial for someone to decompile your exe back into the engine down to the very last thing you were editing before hitting publish

    This is a no go for any serious dev

    • 8 months ago
      Anonymous

      I bet you've never heard of dnSpy.

    • 8 months ago
      Anonymous

      Wait until you hear about what people do to Unity games.

    • 8 months ago
      Anonymous

      That's not a negative in my eyes.

    • 8 months ago
      Anonymous

      Good, I want them to add porn mods while having plausible deniability.

    • 8 months ago
      Anonymous

      I understand people being protective of their hard work but,
      99% of your code isn't special.
      And if someone can reuse your assets without no one noticing, then those also weren't anything to write home about.

  109. 8 months ago
    Anonymous

    godot cultists were already insufferable, but now they get all the unity barely-devs

  110. 8 months ago
    Anonymous

    correct godot is shit just like unity. nothing has actually been made with it. but if you criticize it you're LE israelite.

    • 8 months ago
      Anonymous

      godot cultists were already insufferable, but now they get all the unity barely-devs

  111. 8 months ago
    Anonymous

    >why yes, i have been using godot for 5 years
    >what do you mean "where is your game"?

    • 8 months ago
      Anonymous

      correct godot is shit just like unity. nothing has actually been made with it. but if you criticize it you're LE israelite.

      godot cultists were already insufferable, but now they get all the unity barely-devs

      What even drives someone to be this autistic about tools they'll never use in a field they are not intellectually fit for?

      • 8 months ago
        Anonymous

        Based. I'm telling you, this behavior is coming from Gankerirgins that have transcended to a new level of Ganker moronation. Hating video games isnt enough for them anymore. They must hate the tools that create games as well.

  112. 8 months ago
    Anonymous

    why are unityheds so butthurt about godot? just keep using unity if youre so mad about it

    • 8 months ago
      Anonymous

      The weak fears the strong

  113. 8 months ago
    Anonymous

    Just use Unity you clowns, you're not going to make $200k per year and get 200k downloads anyway. So why use a shittier engine to avoid some fee you have zero chance of paying?

    • 8 months ago
      Anonymous

      Stop it John, this is sad

      • 8 months ago
        Anonymous

        >Stop it John, this is sad

        But not as sad as unironically using Godot

        • 8 months ago
          Anonymous

          But not as sad as shilling Unity
          And doing so for free

    • 8 months ago
      Anonymous

      >you won't be successful anyway
      If the engine punishes you for being successful, why use it?

  114. 8 months ago
    Anonymous

    Even when Godot is clearly imperfect and "slow" like all other engines it's still the most practical choice outside of Unity for smaller-scale and 2D projects compared to everything else. Sure you can do the same stuff in Unreal 5 but it's overkill. It's so overkill that even making a simple pixel 2D platformer will literally demand a mid to high end graphics card just to run it cause the engine behind it has so much going on. You can "optimize" it by making it a smaller download for the player on export sure, but the engine is a resource hog that not making a full fledged 3D project with it will have people question why the frick is the game eating up all their PC's power.

    Meanwhile Godot is "slow" from a programming standpoint but the average player will notice frick all when they play it on their toaster.

    • 8 months ago
      Anonymous

      I’m also a moron

      • 8 months ago
        Anonymous

        NOOOOO MUH 7000 RAYCASTS PER FRAME!

  115. 8 months ago
    Anonymous

    im glad godot is getting this much attention. it is acting as the gamedev moron absorber.

  116. 8 months ago
    Anonymous

    I was under the impression Godot was for autistic/artist types who don't/can't figure out how to work with C++/C# and some 3d engine of choice (eg. Ogre) so any overhead you do get, is your own fault and not your game maker of choice.

  117. 8 months ago
    Anonymous

    Okay so Godot is le bad, Unity is le bad, unreal is le bad... etc.
    What's an aspiring dev supposed to use then?

    • 8 months ago
      Anonymous

      Unreal. Tons of guides, tons of info, everything works, based Tim Sweeny.
      Everyone who disagrees is a nodev.

    • 8 months ago
      Anonymous

      Unreal if you’re serious

    • 8 months ago
      Anonymous

      depends on your goals/skills. unreal is not friendly to solo devs. you arent their target audience.

      • 8 months ago
        Anonymous

        Okay so Godot is le bad, Unity is le bad, unreal is le bad... etc.
        What's an aspiring dev supposed to use then?

        If you need replies from anons to "know" what is "best" to feel "confident" in your "choice" then absolutely no engine will help you there. People who create, create, they don't ask for permission first.

      • 8 months ago
        Anonymous

        >unreal is not friendly to solo devs
        What does that even mean? The amount of time and commitment to learn Unreal's environment and work flow is more or less the same as learning Unity's. You can even make complete games using blueprints in Unreal before you ever need to even touch C++. The biggest hurdle Unreal has is learning C++ which some how turned into programming's biggest boogey man even though if you're serious about game dev you SHOULD at some point be familiar with C++ since every other engine uses it. Learning C++ will even help with using Godot, especially with using Godot since it's open source and built on C++. Only web devs need not worry about learning C++.

        • 8 months ago
          Anonymous

          Unreal has like 5 different workflows that don't really mesh well together because they expect the animation guy to stay with the animation tools, the level design guy to stay with the level design tools, and so on. Secondaries vastly overstate it though, it's just a matter of learning things.

    • 8 months ago
      Anonymous

      if you're solo dev, stick to modding and try to assemble yourself a team

      • 8 months ago
        Anonymous

        Assembling a team is a bad idea if you have no idea what you're doing.

    • 8 months ago
      Anonymous

      >the best programming language is the one you're using right now
      >John Carmack
      Only nodevs endlessly b***h about engines. Pick one, play with it, if you see potential then make something in it. All engines are dogshit if you wont take the time to learn them. It doesnt matter if you're coding in python or c++, devving in godot or unreal - as long as you're getting better at it, there will be skills and knowledge that you can carry over to the next language or engine you pick.

  118. 8 months ago
    Anonymous

    I can't believe Ganker is getting filtered by Godot of all things.

  119. 8 months ago
    Anonymous

    Ganker trying to talk about engines is proof that 90% of people aren't actually sentient

  120. 8 months ago
    Anonymous

    Blimey you've been doing this for a while now

    • 8 months ago
      Anonymous

      pretty sure I made other threads about godot in 2019/2020, but I didn't use the amusing logo
      I was much more tolerant back then because I thought they would actually fix the problems

  121. 8 months ago
    Anonymous

    What do Gankerdevs think of defold and monogame+nez?

    • 8 months ago
      Anonymous

      >google it
      >first result says "the creator is active on discord"
      Yeah, I'm not touching that.

    • 8 months ago
      Anonymous

      Monogame hasn't had an update for a while now.

  122. 8 months ago
    Anonymous

    Solodev can use Unity, because you won't make $200'000.

    • 8 months ago
      Anonymous

      this
      >but muh spyware
      no one cares about privacy in this day and age

      • 8 months ago
        Anonymous

        >He says on Ganker

    • 8 months ago
      Anonymous

      And even in 0.01% off chance you make $200'000, just buy pro version for 2 grands/yr. and you are off the hook.

      • 8 months ago
        Anonymous

        >doing business with a company that feels they can change royalty terms at any time
        >doing business with a company that announces a fee schedule that any moron can tell you why it won't work
        Nodevs run Unity and it shows.

      • 8 months ago
        Anonymous

        >just let the Black person frick your ass, and even in 0.01% off chance you get aids, just buy antiretroviral drugs.

    • 8 months ago
      Anonymous

      And even in 0.01% off chance you make $200'000, just buy pro version for 2 grands/yr. and you are off the hook.

      Its about broken trust, not the install fee. The install fee is just a smokescreen that they may well roll back before january. The controversy covered the fact they automatically rolled over people from one subscription plan to another without their consent. I'm not going to spend hundreds of hours working in a software when the corporate suits that run it are playing games like that. Ricotello is most likely intentionally gimping the company so that he can sell it to apple or some other tech giant. Probably apple specifically, because they have a contract with unity in developing a big VR thing.

      • 8 months ago
        Anonymous

        Trust was broken long ago when unishit became public and did nothing but moronic decisions one after another like merging with a malware company, devs are only whining now because of the fee and they will stop whining as soon as that is gone. You're naive if you think companies have scruples.

  123. 8 months ago
    Anonymous

    >engine does things differently
    >IT'S A TOY!!111

  124. 8 months ago
    Anonymous

    Why does Ganker seethe so much about Godot? Is it actually paid shills? No one gave a frick about it until last week, suddenly every anon must warn me about how bad it is and how I should stick to Unity? Mmmh

    • 8 months ago
      Anonymous

      It comes off as unity devs going through denial

      • 8 months ago
        Anonymous

        I think those who bash godot, aside from trolls and astroturfers, are actually buttblasted Unity devs whose knowledge and experience is about to be made completely obsolete by an up and coming engine that does what Unity does but better, whilst barely having funding... Until now

        • 8 months ago
          Anonymous

          The aggy daggy discord was full of these types when I lurked there years ago, unity shills are the absolute worst.

        • 8 months ago
          Anonymous

          chill out juan. we arent donating.

          • 8 months ago
            Anonymous

            There is no need, ReLogic and others are already doing it on your behalf. Thank you anyway!

  125. 8 months ago
    Anonymous

    so wheres the godot games
    And no, low effort 2d shovelware doesn't count

  126. 8 months ago
    Anonymous

    my suggestions date back to 2016 and still arent implemented.
    and it wasnt some obscure shit, github threads were pretty lengthy.
    it's just that juan doesnt see it as priority so eventually it gets closed as non-issue.

    • 8 months ago
      Anonymous

      suggestions are like buttholes, everyone has one

    • 8 months ago
      Anonymous

      If they're lengthy then it's most likely some opinionated shit that people don't really want but you still tried to argue in favor of it, straightforward suggestions don't have lengthy threads.

      • 8 months ago
        Anonymous

        it wasnt that juan was against them, he just said it'll come in 3.0 (which didnt).
        one of the suggestion was later implemented by some autist though.
        so i guess with this newfound popularity i hope it will attract more of them.

  127. 8 months ago
    Anonymous

    > Get a compiler and Raylib for the Engine/Runtime and (optionally) ImGui for Editor
    > Make an engine with ONLY the things you need (usually scenes, 2D camera and drawing sprites/textures, collision checking, particle system, a few shader effects, input & sound). Raylib already 90% of all of those.
    > If you prefer Unity's Scene/GameObject/Component system look for an EC system for Raylib.
    > Make a simple scene/level editor
    > Add or decouple more things from the game that you can reuse in your engine for your next game
    > Compile and Publish
    > ????
    > 100% profit

  128. 8 months ago
    Anonymous
    • 8 months ago
      Anonymous

      It'll be so funny to see them backpedal when they realize Godot can do like 40% or what Unity can efficiently. Unless Godot gets their shit together now that they getting all this clout.

      • 8 months ago
        Anonymous

        What about their games makes Godot unfit for it?

        • 8 months ago
          Anonymous

          Weird how this type of question never gets any replies from the shitposters.

      • 8 months ago
        Anonymous

        >Unless Godot gets their shit together now that they getting all this clout
        You keep saying this caveat as if the devs haven't repeatedly said they are doing so

      • 8 months ago
        Anonymous

        Most of this depends on how much of an opinionated butthole the maintainers are about bug fixes, feature improvements, etc. If they allow rewrites of core systems that are bottlenecks / pain points for other devs without weird autism then it'll be fine.

        Your problem is you think every part of Godot is rotten which isn't true at all.

        • 8 months ago
          Anonymous

          All their patreon money went into hiring developers to rewrite the engine so I don't see that being a problem at all. Juan is too eager to argue with morons that are better off ignored but he wasn't wrong.

  129. 8 months ago
    Anonymous

    protect godette at all costs

  130. 8 months ago
    Anonymous

    Too late, I already moved my porn game to godot. You lost.

    • 8 months ago
      Anonymous

      Unity is gonna feel so stupid when they see us publish our porn games in godot, bros.

      • 8 months ago
        Anonymous

        Unironically, yes, porn games and super casual mobile games are unity's bread and butter, not the big flagship mobile games like pokemon go or genshin

        Unity's in-house studio SuperSonic makes nothing but super casual .io type mobile ad spam games, and these ad changes would do nothing but benefit those kind of games. I wonder why?
        Rival companies such as AppLovin are so mad they're releasing tools to help people switch.

        Could it be this is where the actual money is?

  131. 8 months ago
    Anonymous

    A good dev can make a good game in anything. If you can't, you're not a good dev, you're a shit dev. End of.

  132. 8 months ago
    Anonymous

    wheres the games?

  133. 8 months ago
    Anonymous

    old news, get some new material

  134. 8 months ago
    Anonymous

    The engine suits me just fine. It's the only one which making games is actually engaging and fun to iterate because any complexity is only added when you need it.

  135. 8 months ago
    Anonymous

    If someone rips out ungodly trash that is GDScript out of Godot core we may have something useful on our hands. You should be able to ignore GDScript layer if you write C++ module for C++ in Godot's core.

    • 8 months ago
      Anonymous

      >You should be able to ignore GDScript layer if you write C++ module for C++ in Godot's core.
      Well yeah you are able to write C++ extensions and entirely ignore GDS if you so desire, I don't get the point of this post.

    • 8 months ago
      Anonymous

      But Gdscript is the best part, simple and integrated, I don't have to waste my time on some autistic language crap and install some cancer like VC. Then no.

    • 8 months ago
      Anonymous

      Well, it works for me and for what I want to do with the engine. Gonna make a low-poly platformer, and I couldn't be happier at how intuitive the language and workflow is. Everything works for an amateur like me, and Godot is only going to get better. Just like Blender.
      You nerds are insufferable.

      • 8 months ago
        Anonymous

        >Blender used to be unusable in a studio, only usable for free learning
        >Now summer blockbusters like Spiderman and TMNT abuse the grease pencil tools and swap between Maya and Blender often

        >Godot used to be unsuable in a studio, only usable for free learning and pixel platformers
        >Data literally already exists that studios using less popular engines usually have people cross-trained in godot, whether that's for personal use or not
        >Small releases like Sonic Colors are dipping their feet in it

        2 more weeks.

  136. 8 months ago
    Anonymous
    • 8 months ago
      Anonymous

      >clickbait homosexualry
      compelling argument

    • 8 months ago
      Anonymous

      Summarise it, I'm not watching

  137. 8 months ago
    Anonymous

    Protip : The godot hate is distraction from how many tools are popping up to switch from Unity

    After hearing about how IronSource was going to pay the installation fees, a rival company AppLovin has launched AI tools to help translate your code from Unity C# to Godot GDScript OR Unreal C++

    It's not gonna port your whole game but it's a hell of a lot quicker to have translated code to fix than rewrite your entire codebase

  138. 8 months ago
    Anonymous

    /v/tards are gonna eat crow when the next Genshin is made on Godot

  139. 8 months ago
    Anonymous

    >Taking coding classes that have a Unity class as a "here's an example of what you can do with C#" type class

    >The teacher notified everybody that the school is in fact, watching the scenario and considering whether or not they have to switch

    Schools are considering swapping. You have no fricking clue how badly Unity has damaged trust.

    • 8 months ago
      Anonymous

      People who don't trust something don't say they are "considering" and "watching" things, they simply say they don't trust it.

      • 8 months ago
        Anonymous

        >Why doesn't a school currently teaching a class immediately stop and teach a whole new lesson plan for something else?
        Cope!

    • 8 months ago
      Anonymous

      how inflexible are NPCs that they can't learn the basics on one software and then switch to another software if they have to?

      • 8 months ago
        Anonymous

        This is the current plan, finishing the semester on Unity and teaching how to swap the skills to different engines, originally only Unreal but they're adding Godot to the mix

      • 8 months ago
        Anonymous

        Most devs learn purely through rote-memorization and have zero understanding of what they're doing.

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