that's the point, they are trying too hard going for the realistic graphics when they should go for the "indie go" engine focus that unity had previously
that's the point, they are trying too hard going for the realistic graphics when they should go for the "indie go" engine focus that unity had previously
Global illumination doesn't automatically mean realism, it's just a pleasant effect that can make a game look more dynamic regardless of aesthetics or graphical fidelity.
game dev companies unironically be hiring like five million dollars a year worth of engineering to make them work on wobbly jenga towers like unity and this fricking unholy mess lol
Yeah dude it's way better to spend that five million on your own custom wobbly jenga tower, complete with the time and effort required for the editor itself. Add on another million to hire people just to maintain the engine and fix all the bugs your devs keep running into.
You joke but editors aside this is how it used to be done. In fact if you take editors entirely out of the equation then you're giving the engineering team some leeway to actually come up with creative solutions and optimize for the project.
[...]
While you're at it, design your own dev hardware from scratch. We can't trust Intel or AMD to design quality CPUs so lets create our own with a proprietary architecture. We'll need our own foundry too, can't trust those overseas foreigners to manufacture the chips. Windows won't run on it and we don't want to use that freeware junk Linux, we'll need to make our own OS too. There's just no other way.
An engine entirely optimized for a single project that can't be easily reused for something else. Great investment, I really hope that one project you optimized so heavily for is a big success because otherwise you're going out of business. Perhaps there's a reason things USED TO be done a certain way and aren't anymore.
Do you think code is written in terms of strict functions that serve one exclusive purpose? What's next, punchcards?
You clearly have no fricking idea of what's involved in game programming so I'm leaving the conversation here.
You're going to use libraries created by someone else? Do you think the people who created those are specialists or something?
What do you think the point of github is, moron? And what do you assume is the idea behind breaking down things into elementary particles, modular building blocks that are NOT black boxes or gargantuan pseudo-abstractions?
Have you fricking morons made a game before?
Yeah dude it's way better to spend that five million on your own custom wobbly jenga tower, complete with the time and effort required for the editor itself. Add on another million to hire people just to maintain the engine and fix all the bugs your devs keep running into.
While you're at it, design your own dev hardware from scratch. We can't trust Intel or AMD to design quality CPUs so lets create our own with a proprietary architecture. We'll need our own foundry too, can't trust those overseas foreigners to manufacture the chips. Windows won't run on it and we don't want to use that freeware junk Linux, we'll need to make our own OS too. There's just no other way.
Godot is doing the exact same things Unity and Unreal do. >unstable foundations >refuse to properly fix them >start new shiny projects that are either entirely superfluous , or meant to "replace"* an existing buggy thing but don't in practice
I'm amazed that even with the cashflow no one's bothered to offer a bounty for rewriting Godot into something way less sucky. What's the point of using this piece of shit?
godot is a large-scale vanity + donation scam project not meant for actual use.
But indie "devs" who don't actually do or enjoy programming don't understand it or care.
They just think >unreal 2 bloated >unity 2 scammy >godot free !
How about a collision / physics system that doesn't fricking suck ass, Linietsky? Rigidbodies still get fricking stuck on flat ground, like what the frick?
Making your own engine because you think you could do better is peak Dunning-Kruger. My beef is that the Godot devs have completely misplaced priorities and shit that should have been fixed three years ago is still fricking broken.
>Making your own engine because you think you could do better is peak Dunning-Kruger
Man really? Check this out. https://github.com/raizam/gamedev_libraries#physics
Do you think the morons working on Godot are specialists or something?
Yeah, that's what I'm using. It helps in many ways, but I'm still having to merge all my colliders into one megacollider on runtime to shit avoid bouncing off the edges of StaticBodies.
If it runs on compute and not RT cores then it's useless garbage.
RT hardware is over 5 years old already, stop gimping software to support outdated garbage.
who the frick cares about lighting in a game engine for indie games, give us a proper API frickin israeli homosexual
>who the frick cares about lighting
anon are you moronic? it's literally what's making stormgates graphics look shit
what stormgate?
>occclusion
So how is it called?
That's nice I guess but I don't see the point unless you're making an ultra-realistic game
that's the point, they are trying too hard going for the realistic graphics when they should go for the "indie go" engine focus that unity had previously
Global illumination doesn't automatically mean realism, it's just a pleasant effect that can make a game look more dynamic regardless of aesthetics or graphical fidelity.
You know what global illumination is, right?
FYI this shit is also the backbone for good cell shading and other styles
in fact it's such a good backbone it's better than what UE5 has, no joke
game dev companies unironically be hiring like five million dollars a year worth of engineering to make them work on wobbly jenga towers like unity and this fricking unholy mess lol
Yeah dude it's way better to spend that five million on your own custom wobbly jenga tower, complete with the time and effort required for the editor itself. Add on another million to hire people just to maintain the engine and fix all the bugs your devs keep running into.
You joke but editors aside this is how it used to be done. In fact if you take editors entirely out of the equation then you're giving the engineering team some leeway to actually come up with creative solutions and optimize for the project.
You're also describing consoles.
An engine entirely optimized for a single project that can't be easily reused for something else. Great investment, I really hope that one project you optimized so heavily for is a big success because otherwise you're going out of business. Perhaps there's a reason things USED TO be done a certain way and aren't anymore.
Do you think code is written in terms of strict functions that serve one exclusive purpose? What's next, punchcards?
You clearly have no fricking idea of what's involved in game programming so I'm leaving the conversation here.
What do you think the point of github is, moron? And what do you assume is the idea behind breaking down things into elementary particles, modular building blocks that are NOT black boxes or gargantuan pseudo-abstractions?
Have you fricking morons made a game before?
Jesus just shut the frick up already,nobody cares about your pointless larp
Consoles are designed and maintained by a third party and not you. They give you the dev kits, SDK, and support. It's not the same thing.
While you're at it, design your own dev hardware from scratch. We can't trust Intel or AMD to design quality CPUs so lets create our own with a proprietary architecture. We'll need our own foundry too, can't trust those overseas foreigners to manufacture the chips. Windows won't run on it and we don't want to use that freeware junk Linux, we'll need to make our own OS too. There's just no other way.
>we'll need to make our own OS too
Nah, just use the best one there is instead (i.e. TempleOS).
Godot is doing the exact same things Unity and Unreal do.
>unstable foundations
>refuse to properly fix them
>start new shiny projects that are either entirely superfluous , or meant to "replace"* an existing buggy thing but don't in practice
I'm amazed that even with the cashflow no one's bothered to offer a bounty for rewriting Godot into something way less sucky. What's the point of using this piece of shit?
indie devs delusional enough to think they'll break $1m USD revenue
godot is a large-scale vanity + donation scam project not meant for actual use.
But indie "devs" who don't actually do or enjoy programming don't understand it or care.
They just think
>unreal 2 bloated
>unity 2 scammy
>godot free !
yeah, we know, the problem is what alternatives do we have.
your own
https://enginesdatabase.com/
for 2d slop? a bunch of libraries pasted together with spaghetti code
it's gonna run 4x as fast even if you're using like python or something lol
How about a collision / physics system that doesn't fricking suck ass, Linietsky? Rigidbodies still get fricking stuck on flat ground, like what the frick?
How about just make your own, moron. All this stuff is easy, ask this anon
Making your own engine because you think you could do better is peak Dunning-Kruger. My beef is that the Godot devs have completely misplaced priorities and shit that should have been fixed three years ago is still fricking broken.
Then how about you fix it? It's open source, that's the point of it being open source.
>Making your own engine because you think you could do better is peak Dunning-Kruger
Man really? Check this out. https://github.com/raizam/gamedev_libraries#physics
Do you think the morons working on Godot are specialists or something?
You're going to use libraries created by someone else? Do you think the people who created those are specialists or something?
Godot Jolt addon
Yeah, that's what I'm using. It helps in many ways, but I'm still having to merge all my colliders into one megacollider on runtime to shit avoid bouncing off the edges of StaticBodies.
Give us some inspiration, post some of the custom engine games you guys are working on!
If it runs on compute and not RT cores then it's useless garbage.
RT hardware is over 5 years old already, stop gimping software to support outdated garbage.
I thought Godot killed himself in Phoenix Wright tho?
>this open project fricking sucks
>you should just make your own
Are unity devs even a real thing or is it just an AI spamming the Godot threads?
Aggie trolls
Oh, I'm sorry. Am I scaring the nodev by telling you to actually program something 🙁