As a Godot user I can say the wave came and already left after panning Godot for the piece of shit that it is. Godot is in no way production ready in it's current state. The official physics engine literally does not work.
>once they realize that unreal has a completely different workflow, and features they do not need.
true, but they will just be switching back to unity. the masses forget everything the second the spotlight gets taken off it
And they will keep switching to godot every time unity does something moronic (not first, not last time)
>only argentinian Black person can implement code >argentinian Black person is petty and doesn't like it when everyone else writes code better than he does
This is why no one wants to bother with autists who make their own engines. Unreal is the only way to go.
8 months ago
Anonymous
Why do you even try to come up with these lies? reduz isn't even in charge of merging PRs and he doesn't write most of the code.
8 months ago
Anonymous
[...]
t. morons who have no idea what they are talking about
>t.godot shill squad
The most pathetic part is that you do it for free. Your engine is even shittier than Unreal.
Shame that all the Unity tards now clog Godot's issue tracker with either moronic "bug reports" they could have "solved" if they bothered to read the fricking manual or "proposals" 90% of which are just "make my game for me" tier.
It literally does not work, rigid bodies are broken, ragdolls are broken, soft bodies are broken, things spazz out and never come to rest.
Shame that all the Unity tards now clog Godot's issue tracker with either moronic "bug reports" they could have "solved" if they bothered to read the fricking manual or "proposals" 90% of which are just "make my game for me" tier.
He's not smart enough to download Jolt.
Jolt is not officially supported and maintained, you have no idea if future versions of 4.x will work with it.
Then I'll stop upgrading? Godot is open source, nothing stops me from changing shit.
Besides, breaking changes like that aren't coming until 5.0.
8 months ago
Anonymous
4.0 is not production ready stupid, you have to upgrade because of how unstable it is
>It literally does not work, rigid bodies are broken, ragdolls are broken, soft bodies are broken, things spazz out and never come to rest.
"It's broken" really isn't specific, but what triggers the spazzing bug you mentioned?
Pick up a small box shaped rigid body like a pistol magazine, drop it and it will spazz out on the floor.
8 months ago
Anonymous
>Pick up a small box shaped rigid body like a pistol magazine, drop it and it will spazz out on the floor.
Does that always happen, or only under specific circumstances? Are you referring to 2d or 3d physics?
8 months ago
Anonymous
3d specific, always happens. I don't think they touched the 2d physics engine between 3.5 and 4.0.
>It literally does not work, rigid bodies are broken, ragdolls are broken, soft bodies are broken, things spazz out and never come to rest.
"It's broken" really isn't specific, but what triggers the spazzing bug you mentioned?
Jolt got far more than enough attention to at least always have an addon around and there are serious talks about making it the default, there's no way it won't stay around considering what a massive improvement it is.
afaik the godot devs are considering implementing jolt into the engine officially but yea i'm with you on godot
been using it for a couple days and its like someone handing you half-formed clay that explodes when you look at it wrong
whereas unreal is like working with a lego set that has a million pieces, hard to understand but once you do you can do a lot of shit with it and you don't have to deal with a lot of the c++ headaches
8 months ago
Anonymous
c++ is one giant headache in Unreal engine anon. Have you ever used it? Trying to reload C++ code works half the time. On the occasions it does work, there is like a 50% chance of crashing the editor. Flawless (tm).
8 months ago
Anonymous
Yeah, I tried adding a default c++ class to a new default template project, and it failed to compile.
Also, making any change whatsoever to a c++ file, like changing the value of a constant, required a recompilation which took over a minute
It was so bad that working in Blueprints started to look like an appealing option
8 months ago
Anonymous
If your using C++ in Unreal it's best to do it for base classes, extending functionality to blueprints, extending engine functionality and heavy computations that run like ass in blueprints or are flat out not available
Otherwise most things should be in blueprints
>once they realize that unreal has a completely different workflow, and features they do not need.
true, but they will just be switching back to unity. the masses forget everything the second the spotlight gets taken off it
Unreal isn't really a viable engine for a small team or a hobbyist dev. That was the entire niche of Unity (outside of mobile games), it had a frickton of plugins and documentation that made it the "professional" engine for indies and mid-level games. Unity will likely only continue on as a mobile engine, since you waive all the dumb fees if you use their ad platform, and I don't see games like Pokemon Go & Genshin being ported off of it. Major dev studios either use Unreal or an internal engine (or will now since the publisher won't want to deal with Unity's bullshit) while indies move to the next best thing for them, which right now is seemingly Godot but could be any number of open-source engines running around.
>Unreal isn't really a viable engine for a small team or a hobbyist dev
Sure I don't disagree, that's just what I've seen on various polls and comments. I'm not saying they're making the right choice.
>15% still saying Unity
I have to assume they're mobile devs using the ad platform. Even then, I can't imagine trusting the company with anything after this shit. I think the issue is that nobody knows publicly available engines besides Unreal/Unity; most people learned of Godot because of Unity blowing its foot off with a shotgun, but there's a ton of other free and/or open source engines out there.
>I think the issue is that nobody knows publicly available engines besides Unreal/Unity
Yeah I think that's the main reason, generally people don't look very far beyond just whatever they've heard of before. It's the reason why advertising works, just being familiar with a product makes you more likely to trust and use it. Ideally they would try out Unreal, realize it's not for them and look at other options like Godot, but with Unity already having walked back significantly and the news cycle dying down soon I suspect the majority are just gonna go back to what they know.
Popular engines get more popular because of the community surrounding them. Nobody really needs an engine without much documentation and support, that defeats the whole purpose of having a generic engine. Unity was always shit but it also had hundreds of thousands of step by step guides and solutions to every sort of problems already available. If you're still at the stage where you're choosing an engine for your amateur project and it turns out you have to figure everything out on your own then there's not much difference between all the available engines, you might as well even try to write your own.
if you're just a small scale shitter dev it's still a great place to learn the basics before moving on to Godot or something superior, plus they'll get dogwalked back to square one with probably extra liberties thrown in to avoid tanking their company, watch, also unreal is literal chinkslop.
Unreal is too heavy and resource-intensive for most indie devs. Unity, as shitty as it is, is used by a vast majority of indies for a reason. It's lightweight (in comparison to Unreal), much easier to use thanks to C#, and a huge asset store. Most indies are not aiming to make something like Half-Life 3, using Unreal is unnecessary.
A lot of indies aren't trying to make a 3D game though. Like the vast majority of indie games like basic platformers, card games, and RPGs. Genres that could be made in just about any engine, you don't need Unreal for that. And Unreal is main strength lies in its 3d capabilities, and not its 2D. It's similar to Godot in that sense but with the dimensions reversed. What if you want to make a 2D game? You're better off picking another engine for that.
You use the right tool for the right job, it's silly to have any brand loyalty in this field especially since tech moves so quickly. Even before this debacle you'd be silly to use Unity for either 3D or 2D since there are simply better alternatives.
I'm not that anon, but I personally tried Unreal, and the editor routinely took more than five minutes to load.
Saving and running scenes was slow. Iteration was slow in general. I'd spend at least half my dev time waiting for the unreal editor to complete some simple operation, rebuilding shaders or what have you.
My PC is a little outdated, but it can run the Unity or Godot editors just fine. I like being able to make a change and test it in-game within 10 seconds.
To be honest, once I have the money to build a proper monster rig I'll definitely give Unreal a shot
>Unreal isn't really a viable engine for a small team or a hobbyist dev
Sure I don't disagree, that's just what I've seen on various polls and comments. I'm not saying they're making the right choice.
Also there's a game called HAYAI that isn't super popular but was made in 2 weeks by one guy after spending a week learning Godot, and it's a very nice game.
I haven't heard of that one before, pretty nice. Funny how so many Godot games go heavy on object counts/particles which only goes to show how moronic shitposter perceptions are. Enginewar mutants live in the complete opposite of reality.
[...] >t.godot shill squad
The most pathetic part is that you do it for free. Your engine is even shittier than Unreal.
Physics is also just one of many many issues with Godont. Simply renaming or moving files in the resource inspector breaks all references to them, this is basic basic shit.
>(in the long run)
I've been hearing this for like 8 years now. By the time it does, I'll have a family with children and no more time for fricking around with gamedev.
Unironically, how true is this? I know that Godot can't even do sprite packing, but after getting past that hurdle with an external program and an extension, is there any other showstopper related to large amount of sprites?
Modern optimization is based around limiting GPU state changes which means reusing materials and shaders, draw calls are mostly irrelevant with Vulkan.
How many sprites do you need?
To be honest, updating the transform of 10,000 sprites per frame is slow in gdscript, but I'm pretty sure it could be made fast in c++ or c# (both of which godot supports)
8 months ago
Anonymous
these homosexuals always use absurd edge cases to shit on godot, always fantasizing about making amazing AAAs as solodevs while we make our reasonably scoped ludos with it without any problem
8 months ago
Anonymous
Chronicon is made by a solo dev.
8 months ago
Anonymous
Can you link a video that demonstrates the high sprite count requirements of Chronicon?
I can pretty much 100% guarantee I can recreate it with 144 fps in Godot
8 months ago
Anonymous
Nothing about your game is impossible to make in godot, as evidenced by the fact that there are comparable games already and your assumptions about sprites are wrong. I don't even get why you insist on being wrong when people have enough good will to show you otherwise.
8 months ago
Anonymous
Post a comparable game made in godot
8 months ago
Anonymous
See
Literally what does chronicon do and why are you so obsessed with that game? You can take Lumencraft as something somewhat graphically similar.
8 months ago
Anonymous
That game is using a 2D voxel engine tho, most godot devs won't be able to write their own as the point of using an engine is to see what things it can do for you.
8 months ago
Anonymous
Lumencraft is made in Godot you absolute twat.
8 months ago
Anonymous
And it has its own Voxel engine written by the devs, they're not using native godot features.
8 months ago
Anonymous
which shows how kino godot is, it lets you write your own shit
8 months ago
Anonymous
They use per-pixel collisions based on bitmaps similar to how Worms does it, with extra stuff like fluid dynamics for lava, they aren't in any way bypassing Godot's own rendering and that game is far more technologically impressive than whatever you wrongly think the engine is not capable of.
I'm working in Godot right now, but it has big problems that no serious dev team would put up with.
>Floating 3d character controllers colliding with each other can slow the game down to 1fps (known bug, no fix yet) >No sufficiently configurable IK solution, the best approach is to just implement custom IK >c# version will by default accumulate objects for the garbage collector if you handle input or use raycasting >raycasting demonstrated to be massively slower than Unity, to the point of unusability for many serious projects >Player collision will jitter against walls with most setups >Updating c++ code requires closing and restarting the *entire editor*
I doubt that's true. It does have a problem with alpha blending performance, but if you used stencil alpha then it could easily handle hundreds of thousands of sprites if you coded it correctly
Unironically, how true is this? I know that Godot can't even do sprite packing, but after getting past that hurdle with an external program and an extension, is there any other showstopper related to large amount of sprites?
>lame benchmark
Post a game. I can make millions of bullets work in any engine if I have access to c++. It's different to actually making it work in a game with everything else.
Now you "only" need to pay their moronic runtime fee if you're using the newer versions, which you are forced to use if you ever want to port to consoles due to publishing requirements there. Also the TOS still applies retroactively despite the old TOS they removed saying that it wasn't retroactive.
I've been doing 3D game dev in Godot for years now. On one hand, the engine is snappy, the node system is nice, signals integration is great and gdscript is easy and comfy. It's great for retro 3D aesthetic and let's you really control the whole look of your game (unlike Unreal).
On the other hand... massive issues sit and linger for YEARS with none of the Godot contributors giving a frick. Godot 4.0 is unusable for pixel art games, there are massive issues with jittering and camera when using pixel art graphics that every other engine has solved, and you'll find GitHub issues related to this all the way back to 2020. Every hacked solution devs used in Godot 3.5 is broken in Godot 4.0... so the "indie dev engine" can't even handle pixel art.
Then there is the physics, which are utterly broken, and the jolt add-on which is barely maintained and does not work in anything but 4.0 stable. Even with Jolt, there are numerous bugs, recasts returning null colliders, shape casts returning collisions while touching nothing... etc.
Then lastly there is just the massive lack of tooling and add-ons. Godot camera sucks, only viable level design tool is trenchbroom which requires an add-on that the main dev abandoned and is just barely maintained for C# version only, there is nothing for behavior trees, there is only one working dialogue add-on.
You see, when nobody professionally ships games with an engine, no-one builds tools for it or maintains them... and while Unity and Unreal have their faults, real studios use them to make real games... Godot is really just a toy that is fun to play with, but does not have the foundational strength to become a mainstay just yet. Hopefully that changes, but it's hard to commit the years of time to something so unreliable... and don't even get me started on Juans attitude and "leadership".
Thats all very valid criticism, and part and parcel of open source projects.
But with Unity being confirmed vaporware, godot is the biggest project we have for an engine solution. If you end up having to write all the features yourself, then yea at some point there is just no reason to use godot over writing your own engine or compiling your own libraries.
The issue is that they pulled an Uber. Overinvested and overinflated, while they are actively bleeding money. This is just the beginning of the end, I expect massive layoffs starting in 2024, and they will probably end up being bought up by some third party a few years down the line.
On top of that, they are losing active (and potential) customers to godot which is the closest thing to a direct competitior.
Cute of you to think a publicly traded company with a pump and dump model has a future.
Even if this drama did kill Unity vaporware isn't the term to use.
As it stands claiming anything is confirmed is pompous, there's every possibility that Unity is going to continue to be that engine that gets shittalked while devs that bother using it continue making successful games with it, since that's how its been for years.
Unity was confirmed to be dead as soon as they got the "Worst company in America" CEO to run it, you're only now smelling the putridness of its rotting corpse but it's still rotting.
Also Unity has never been a profitable company and they entirely rely on investor baiting and speculation, which has been a net negative for about 2 years now which is what is forcing them to do these changes now and this will keep going as long as they need money.
8 months ago
Anonymous
>Since 2014, John Riccitiello has served as Chief Executive Officer (CEO) >Since 2014
Ok so all while Unity was confirmed dead it's had hits like Among Us, Fall Guys and every other indie game out there. Case in point.
8 months ago
Anonymous
Feels good to be right about everything because I can tell patterns and never having to deal with the stress of being a unity user/malware distributor.
8 months ago
Anonymous
EA's Riccitello era also had a lot of great games but that doesn't mean his reign wasn't shitty. He got fired for a reason.
It does mean it's laughable calling something dead or vaporwave when it keeps producing mega-hits.
8 months ago
Anonymous
EA's Riccitello era also had a lot of great games but that doesn't mean his reign wasn't shitty. He got fired for a reason.
There are several behavior tree addons and it's rather trivial to make your own, mine is somewhat inspired by Unreal's BT and I'll probably make it an addon once I battletested it with my own game. The problem with the vast majority of addons is that they're made in a vacuum and don't take real workflows into account which leads to severe usability pains, there are way too many addon devs that just don't make games but this goes for any engine.
I've been using Godot since about 2.1 and it progressed by leaps and bounds for sure, the physics being broken are a serious issue but Jolt works fine for me and they'll probably make it the default eventually.
Unironically, how true is this? I know that Godot can't even do sprite packing, but after getting past that hurdle with an external program and an extension, is there any other showstopper related to large amount of sprites?
Lots of sprites increase VRAM usage so you'd want an atlas for that, batching is automatic. Also never bother doing anything until you actually need it, preemptive optimization is most likely to cause performance issues than otherwise. >John Carmack wrote "It is hard for less experienced developers to appreciate how rarely architecting for future requirements / applications turns out net-positive."
>and don't even get me started on Juans attitude and "leadership".
dude has weird priorities, years of his own dev time to develop his global illumination solution while ignoring basic features like the ones you mentionned
>Look up code for double jumping on YT during lunch break >Shove it into the default movement code >Tweak with some numbers since the original was for third person and get the feeling right >Itjustworks.jpg
I'm having a blast with Godot tbh ne daiyo
Just use pygame and save yourself the trouble. >If i wanted to make a 2D side-scroller, what engine should i go for? >Keep in mind i have the programming knowledge of a rock
i heard its renderer is supreme garbage and the whole thing needs to be rebuild from the ground up for it to be competitive with stuff like unity or unreal. so no. it won't kill anything
Draw calls in vulkan are orders of magnitude faster than old (vintage at this point) graphics APIs and are not ever going to be your first bottleneck, you're dealing with legacy information that does not apply to modern rendering.
80% of everything Ganker says about engines is just straight up wrong and often the complete opposite of truth, might as well just flip a coin, never rely on secondaries to tell you anything.
Actually, I really want to see its capabilities. People will start making games on it.
Im six months into learning game programming and Im glad that I have picked Godot to begin with
you're basically saying >hey, as just one person it should be completely feasible for you to be able to create an engine that rivals teams of hundreds of pajeets working round the clock for free
only because they have terrible monetization, there isn't much wrong with unity as an engine itself, godot, unity and unreal all have their boons and downsides.
writing your own engine forces you to truly understand every aspect of game development from lighting to physics to building animation tools, sound, everything. And then actually coding those things and having them all work together.
So its a difference of "I'm going to learn engine dev for 2 years before starting my game" or "im just going to start my game today with a suboptimal Unity or Godot solution".
Technically yes every developer should understand whats going on under the hood but thats not really feasible if you want to start your game today.
The game developer scene is the only scene I know of where people actively tell others not to use the tools that are already given to them, but instead make their own. Like new musicians aren't told "if you want to make music you gotta make an instrument from scratch by yourself", they get told to go the fricking Guitar Center and pick something out. Learning to make an engine before you make a game is just stalling, an issue that's already bad enough in this hobby.
>go to skill share, Udemy and whatever else is there >search for programming courses >then search for how to make your own engine
It's israelitery. It always has been, it always will be.
But why should somebody learn how to make a game engine before making an actual game first? That's like saying you need to learn how to build a car before you can drive one.
8 months ago
Anonymous
Because open source is a cult.
8 months ago
Anonymous
imo, the people who shill Unity knowing full well that the company can drag their balls across their consumers' face at any time are more cult-y to me.
imagine being so attached to a money grubbing corporation, lmao
spoken like someone who has never shipped a game
the process of game development is long and arduous as is, you need all the help you can get instead of stalling for time because you saw internet people you didn't like
8 months ago
Anonymous
>translation: Buy my udemy courses
Frick off moshe.
Video games are lot more complex and every game has unique performance requirements. Also, programmers are very autistic and opinionated. A lot of them don't really want to make games, they just want to work on their hobby engines.
Too long. Making your own engine often takes just as long as developing a game itself depending on what features the engine needs, and maintaining it is also extremely expensive.
Many studios that build their own engines just end up not using them and switching to either Unity or (more likely if they're a big studio) Unreal later anyways lol.
Never played a single godot game as far as I am aware. Now that I am aware of this troony loving engine I will actively avoid this engine when possible, which shouldn't be hard as no one has ever heard of it.
>she/her
i hate unity and godot because both are israelite to core, we the goyim are better than the israelites and we should make our own goy game engine.
GOY POWER! GOY POWER! GOY POWER!
seems fine to me. nice being able to just pickup and go. downlaod is like 50mb. alternatives? sign up verify email download 100gb of israelite-ware promise youre just a hobbyistor student otherwise it would require 1000$ a month... think adobe can tell if a model for sale or in a game was made without a commercial license? if they can they can probably sue you for using it for profit
Why theses threads always gather the most nefarious dunning Kruger nodev that this place have to offer? Between the ones who seriously believe any professional is gonna switch to Godot while it’s incapable of handling more than a simple scene without crashing,the ones who think Unity the company being shit mean automatically Unity the engine also being shit and the ones go clearly never opened an engine in their life,it’s really hard to read the thread without cringing.
Go on, try rendering a few millions poly 3D scene in Godot.This is possible, but will require some optimisations that you don't need to think about in Unity or Unreal. And that's just the starting point,it scale very poorly.
>argentinian Black person receives 5 million to keep his operation going >few months later asks for 50k because money ran out >gdshit runs so slow it's hilarious >complex scenes cause the engine crash and burn >unity killer
Godot will never be a viable engine as long as it remains in argentinian hands.
>only argentinian Black person can implement code >argentinian Black person is petty and doesn't like it when everyone else writes code better than he does
This is why no one wants to bother with autists who make their own engines. Unreal is the only way to go.
t. morons who have no idea what they are talking about
as someone who really likes Godot, people really need to stop pushing it as a Unity killer
it's simply just not there yet. it just makes Godot fans feel insanely insecure.
Godot will never kill unity, it has to be rewritten to do so since it chose to sacrifice performance for code readability, there are other, better open-source engines.
>other, better open-source engines.
Like what? Stride?
It's crazy how low effort pajeets completely dominate gamedev content on youtube, I guess actual gamedevs are too busy making games instead of dumb videos.
It won't crash, very memory efficient too. Just an array of positions and UV-offsets uploaded to the GPU, basically.
Here's a trash-quality webm demonstrating sprite movement with high performance
If you try to spawn 100,000 godot sprites, your fps will tank. However, godot lets you use instancing if you want for high performance.
Letting you upload data to the GPU and write a shader is not 'nothing', it's a very useful feature for the engine to expose.
The stuff I need to run at high performance, I can run on the GPU and write a performant shader for, while still having all of godot's useful features at my disposal for the rest of the game.
Ultimately, the code to render particles or sprites is a tiny part of a real game project anyway
>a tiny part of a real game project anyway
totally unrelated anon here. what is the large parts if it is not rendering?
8 months ago
Anonymous
assets
8 months ago
Anonymous
how large a percentage are we talking about here?i always thought the largest part would be the logic one. especially of the game is smaller
8 months ago
Anonymous
Most of the code you write would be general gameplay code
Of course, the rendering systems do have an outsized impact in terms of performance, but it's not a huge number of lines of code when you're using an engine that handles all the boilerplate for you
why do you think an engine would randomly crash for having 100k objects? you'd get in the 1 FPS range way before ever running out of memory unless you have gigantic textures
Of course glfw and opengl will be as fast as Godot.
I set the fps limiter to 144 fps because it's not really necessary for a game to run faster than that, usually.
Bouncing at the edges is trivial in terms of performance if you do it in the shader.
If you actually update the transform from the cpu each frame then yeah, that is much better than Godot can easily do.
in case you did not read properly. i used the adjective GOOD in my statement. that is probably the direct opposite of cruelty squad's mishmash of eye cancer
while ive been keeping up with this thread i made this godot game, has a working close button a randomly colored background (i should probably put it on a loop or do some goofy gradient mathing instead of oneshot) and some testbuttons
next AAA viral title to sell billions anyay now
and when i do make that viral money maker ill pay some dev to improve godot but he has to stream his work days on twitch let him make twitch money as a bonus and i get to spy on his hourly productivity
Wait until you find out every single engine requires you to pay for console exports since licensing costs money and they are legally not allowed to distribute it to unlicensed devs, plus you'll need a devkit on top of the engine license.
As an indie dev, you're lucky if your game sells on PC to begin with. Console ports come later. Look up any indie game that became a decent-major success, I guarantee you that console support came a year or two later after its initial launch.
>look up how to draw a simple debug line on the screen
different solutions, 90% are outdated >just procedurally generate a fricking mesh every frame bro! >"immediate geometry" has been renamed for no reason >"immediate mesh" isn't instantiable as a node, new workflow not explained >example code for immediate mesh in documentation does nothing
Single line of code in unity.
>unoptimized trash apt only for indie 2D pixelshit #6gorillion
I'll stick to unreal, thank you very much. I would actually prefer not to, but godot devs seem terminally moronic in their "dude this slow ass piece of shit is good enough for you lmao" shtick.
The only one killing unity is unity, and the majority of devs switching are moving to unreal, not godot.
And they will be switching to godot once they realize that unreal has a completely different workflow, and features they do not need.
As a Godot user I can say the wave came and already left after panning Godot for the piece of shit that it is. Godot is in no way production ready in it's current state. The official physics engine literally does not work.
New physics engine will be fixed in 4.x
And they will keep switching to godot every time unity does something moronic (not first, not last time)
>New physics engine will be fixed in 4.0
>New physics engine will be fixed in 4.1
>New physics engine will be fixed in 4.x
You can fix it right now.
https://github.com/godot-jolt/godot-jolt
>only argentinian Black person can implement code
>argentinian Black person is petty and doesn't like it when everyone else writes code better than he does
This is why no one wants to bother with autists who make their own engines. Unreal is the only way to go.
Why do you even try to come up with these lies? reduz isn't even in charge of merging PRs and he doesn't write most of the code.
>t.godot shill squad
The most pathetic part is that you do it for free. Your engine is even shittier than Unreal.
>X will be fixed in Y.Z
Yeah, that's how Godot has been like for the past 6 years, you can frick off
What specifically is wrong with Godot's physics engine in your opinion?
Shame that all the Unity tards now clog Godot's issue tracker with either moronic "bug reports" they could have "solved" if they bothered to read the fricking manual or "proposals" 90% of which are just "make my game for me" tier.
He's not smart enough to download Jolt.
It literally does not work, rigid bodies are broken, ragdolls are broken, soft bodies are broken, things spazz out and never come to rest.
Jolt is not officially supported and maintained, you have no idea if future versions of 4.x will work with it.
Then I'll stop upgrading? Godot is open source, nothing stops me from changing shit.
Besides, breaking changes like that aren't coming until 5.0.
4.0 is not production ready stupid, you have to upgrade because of how unstable it is
Pick up a small box shaped rigid body like a pistol magazine, drop it and it will spazz out on the floor.
>Pick up a small box shaped rigid body like a pistol magazine, drop it and it will spazz out on the floor.
Does that always happen, or only under specific circumstances? Are you referring to 2d or 3d physics?
3d specific, always happens. I don't think they touched the 2d physics engine between 3.5 and 4.0.
>It literally does not work, rigid bodies are broken, ragdolls are broken, soft bodies are broken, things spazz out and never come to rest.
"It's broken" really isn't specific, but what triggers the spazzing bug you mentioned?
Jolt got far more than enough attention to at least always have an addon around and there are serious talks about making it the default, there's no way it won't stay around considering what a massive improvement it is.
afaik the godot devs are considering implementing jolt into the engine officially but yea i'm with you on godot
been using it for a couple days and its like someone handing you half-formed clay that explodes when you look at it wrong
whereas unreal is like working with a lego set that has a million pieces, hard to understand but once you do you can do a lot of shit with it and you don't have to deal with a lot of the c++ headaches
c++ is one giant headache in Unreal engine anon. Have you ever used it? Trying to reload C++ code works half the time. On the occasions it does work, there is like a 50% chance of crashing the editor. Flawless (tm).
Yeah, I tried adding a default c++ class to a new default template project, and it failed to compile.
Also, making any change whatsoever to a c++ file, like changing the value of a constant, required a recompilation which took over a minute
It was so bad that working in Blueprints started to look like an appealing option
If your using C++ in Unreal it's best to do it for base classes, extending functionality to blueprints, extending engine functionality and heavy computations that run like ass in blueprints or are flat out not available
Otherwise most things should be in blueprints
they are porting Horizon Forbidden West's physics engine, already at version 0.8. you are running out of excuses
>once they realize that unreal has a completely different workflow, and features they do not need.
true, but they will just be switching back to unity. the masses forget everything the second the spotlight gets taken off it
yeah indie devs will definitely get filtered by unreal
Unreal isn't really a viable engine for a small team or a hobbyist dev. That was the entire niche of Unity (outside of mobile games), it had a frickton of plugins and documentation that made it the "professional" engine for indies and mid-level games. Unity will likely only continue on as a mobile engine, since you waive all the dumb fees if you use their ad platform, and I don't see games like Pokemon Go & Genshin being ported off of it. Major dev studios either use Unreal or an internal engine (or will now since the publisher won't want to deal with Unity's bullshit) while indies move to the next best thing for them, which right now is seemingly Godot but could be any number of open-source engines running around.
>Unreal isn't really a viable engine for a small team or a hobbyist dev
Sure I don't disagree, that's just what I've seen on various polls and comments. I'm not saying they're making the right choice.
>15% still saying Unity
I have to assume they're mobile devs using the ad platform. Even then, I can't imagine trusting the company with anything after this shit. I think the issue is that nobody knows publicly available engines besides Unreal/Unity; most people learned of Godot because of Unity blowing its foot off with a shotgun, but there's a ton of other free and/or open source engines out there.
>I think the issue is that nobody knows publicly available engines besides Unreal/Unity
Yeah I think that's the main reason, generally people don't look very far beyond just whatever they've heard of before. It's the reason why advertising works, just being familiar with a product makes you more likely to trust and use it. Ideally they would try out Unreal, realize it's not for them and look at other options like Godot, but with Unity already having walked back significantly and the news cycle dying down soon I suspect the majority are just gonna go back to what they know.
Popular engines get more popular because of the community surrounding them. Nobody really needs an engine without much documentation and support, that defeats the whole purpose of having a generic engine. Unity was always shit but it also had hundreds of thousands of step by step guides and solutions to every sort of problems already available. If you're still at the stage where you're choosing an engine for your amateur project and it turns out you have to figure everything out on your own then there's not much difference between all the available engines, you might as well even try to write your own.
if you're just a small scale shitter dev it's still a great place to learn the basics before moving on to Godot or something superior, plus they'll get dogwalked back to square one with probably extra liberties thrown in to avoid tanking their company, watch, also unreal is literal chinkslop.
Unreal is too heavy and resource-intensive for most indie devs. Unity, as shitty as it is, is used by a vast majority of indies for a reason. It's lightweight (in comparison to Unreal), much easier to use thanks to C#, and a huge asset store. Most indies are not aiming to make something like Half-Life 3, using Unreal is unnecessary.
UE is faster than Unity for 3D at any scale and is comparatively far more performant the bigger the scene is, what is this nonsense?
A lot of indies aren't trying to make a 3D game though. Like the vast majority of indie games like basic platformers, card games, and RPGs. Genres that could be made in just about any engine, you don't need Unreal for that. And Unreal is main strength lies in its 3d capabilities, and not its 2D. It's similar to Godot in that sense but with the dimensions reversed. What if you want to make a 2D game? You're better off picking another engine for that.
You use the right tool for the right job, it's silly to have any brand loyalty in this field especially since tech moves so quickly. Even before this debacle you'd be silly to use Unity for either 3D or 2D since there are simply better alternatives.
I'm not that anon, but I personally tried Unreal, and the editor routinely took more than five minutes to load.
Saving and running scenes was slow. Iteration was slow in general. I'd spend at least half my dev time waiting for the unreal editor to complete some simple operation, rebuilding shaders or what have you.
My PC is a little outdated, but it can run the Unity or Godot editors just fine. I like being able to make a change and test it in-game within 10 seconds.
To be honest, once I have the money to build a proper monster rig I'll definitely give Unreal a shot
see
What's so different about Unreal's workflow? Is it more complicated? A lot of basic mechanics seem to work straight out the box
Yeaaah... please list some relevant games made with godot.
Brotato
Dome Keeper
Sonic Colors
cruelty squad
Your Only Move Is HUSTLE
Also there's a game called HAYAI that isn't super popular but was made in 2 weeks by one guy after spending a week learning Godot, and it's a very nice game.
Case of the Golden Idol
Halls of Torment
Halls of Torment. Ballpark estimates of its revenue are around $1.5 million. Not bad for a game that's $5 and supposedly made in a "shitty engine".
I haven't heard of that one before, pretty nice. Funny how so many Godot games go heavy on object counts/particles which only goes to show how moronic shitposter perceptions are. Enginewar mutants live in the complete opposite of reality.
Shoo, shoo.
>Shoo, shoo.
I will not allow you shitter to shill your shitty engine just because you're moronic.
troony engine
no point in waiting for godot to become something workable when there are good engines that work in the present
Physics is also just one of many many issues with Godont. Simply renaming or moving files in the resource inspector breaks all references to them, this is basic basic shit.
>Simply renaming or moving files in the resource inspector breaks all references to them
lmao, yup that's a production-ready IDE alright
Is Godot any good for RPGs/turn based games?
ofcourse?
>(in the long run)
I've been hearing this for like 8 years now. By the time it does, I'll have a family with children and no more time for fricking around with gamedev.
SAARS DO NOT REDEEM GODAT ENGENE BAD
UNREEL ENGENE GOOD
TIM-SAMA SUPERPOOWER STEME BAD DESTROYER DO THE NEEDFUL
>troony gay in their troonycord logo
Godot never had a chance.
Yeah we don't want transphobes touching Godot
I'm a transphobe and I use Godot. Its MIT license means you literally cannot stop me from making a transphobic game with it.
what's the best engine for to make a 2D metroidvania about transbian depression?
Godot, perfect for 2D
You can't make games like chronicon in godot, it can't handle big amount of sprites.
Unironically, how true is this? I know that Godot can't even do sprite packing, but after getting past that hurdle with an external program and an extension, is there any other showstopper related to large amount of sprites?
Modern optimization is based around limiting GPU state changes which means reusing materials and shaders, draw calls are mostly irrelevant with Vulkan.
The problem with Godot is that 1 sprite equals 1 draw call. It can't handle Chronicon in its current state.
How many sprites do you need?
To be honest, updating the transform of 10,000 sprites per frame is slow in gdscript, but I'm pretty sure it could be made fast in c++ or c# (both of which godot supports)
these homosexuals always use absurd edge cases to shit on godot, always fantasizing about making amazing AAAs as solodevs while we make our reasonably scoped ludos with it without any problem
Chronicon is made by a solo dev.
Can you link a video that demonstrates the high sprite count requirements of Chronicon?
I can pretty much 100% guarantee I can recreate it with 144 fps in Godot
Nothing about your game is impossible to make in godot, as evidenced by the fact that there are comparable games already and your assumptions about sprites are wrong. I don't even get why you insist on being wrong when people have enough good will to show you otherwise.
Post a comparable game made in godot
See
That game is using a 2D voxel engine tho, most godot devs won't be able to write their own as the point of using an engine is to see what things it can do for you.
Lumencraft is made in Godot you absolute twat.
And it has its own Voxel engine written by the devs, they're not using native godot features.
which shows how kino godot is, it lets you write your own shit
They use per-pixel collisions based on bitmaps similar to how Worms does it, with extra stuff like fluid dynamics for lava, they aren't in any way bypassing Godot's own rendering and that game is far more technologically impressive than whatever you wrongly think the engine is not capable of.
and how is that an AAA ya doofus?
Instead of asking to the goydot culstist, just try and look for a game that has the same amount of complexity. Most goydot games are simple and basic.
Literally what does chronicon do and why are you so obsessed with that game? You can take Lumencraft as something somewhat graphically similar.
It handles thousands of sprites and runs smoothly on my potato.
I'm working in Godot right now, but it has big problems that no serious dev team would put up with.
>Floating 3d character controllers colliding with each other can slow the game down to 1fps (known bug, no fix yet)
>No sufficiently configurable IK solution, the best approach is to just implement custom IK
>c# version will by default accumulate objects for the garbage collector if you handle input or use raycasting
>raycasting demonstrated to be massively slower than Unity, to the point of unusability for many serious projects
>Player collision will jitter against walls with most setups
>Updating c++ code requires closing and restarting the *entire editor*
I doubt that's true. It does have a problem with alpha blending performance, but if you used stencil alpha then it could easily handle hundreds of thousands of sprites if you coded it correctly
>lame benchmark
Post a game. I can make millions of bullets work in any engine if I have access to c++. It's different to actually making it work in a game with everything else.
So what happened with Unity then? Did they remove the whole fee for installing thing?
https://blog.unity.com/news/open-letter-on-runtime-fee
Now you "only" need to pay their moronic runtime fee if you're using the newer versions, which you are forced to use if you ever want to port to consoles due to publishing requirements there. Also the TOS still applies retroactively despite the old TOS they removed saying that it wasn't retroactive.
I've been doing 3D game dev in Godot for years now. On one hand, the engine is snappy, the node system is nice, signals integration is great and gdscript is easy and comfy. It's great for retro 3D aesthetic and let's you really control the whole look of your game (unlike Unreal).
On the other hand... massive issues sit and linger for YEARS with none of the Godot contributors giving a frick. Godot 4.0 is unusable for pixel art games, there are massive issues with jittering and camera when using pixel art graphics that every other engine has solved, and you'll find GitHub issues related to this all the way back to 2020. Every hacked solution devs used in Godot 3.5 is broken in Godot 4.0... so the "indie dev engine" can't even handle pixel art.
Then there is the physics, which are utterly broken, and the jolt add-on which is barely maintained and does not work in anything but 4.0 stable. Even with Jolt, there are numerous bugs, recasts returning null colliders, shape casts returning collisions while touching nothing... etc.
Then lastly there is just the massive lack of tooling and add-ons. Godot camera sucks, only viable level design tool is trenchbroom which requires an add-on that the main dev abandoned and is just barely maintained for C# version only, there is nothing for behavior trees, there is only one working dialogue add-on.
You see, when nobody professionally ships games with an engine, no-one builds tools for it or maintains them... and while Unity and Unreal have their faults, real studios use them to make real games... Godot is really just a toy that is fun to play with, but does not have the foundational strength to become a mainstay just yet. Hopefully that changes, but it's hard to commit the years of time to something so unreliable... and don't even get me started on Juans attitude and "leadership".
Thats all very valid criticism, and part and parcel of open source projects.
But with Unity being confirmed vaporware, godot is the biggest project we have for an engine solution. If you end up having to write all the features yourself, then yea at some point there is just no reason to use godot over writing your own engine or compiling your own libraries.
>But with Unity being confirmed vaporware
The issue is that they pulled an Uber. Overinvested and overinflated, while they are actively bleeding money. This is just the beginning of the end, I expect massive layoffs starting in 2024, and they will probably end up being bought up by some third party a few years down the line.
On top of that, they are losing active (and potential) customers to godot which is the closest thing to a direct competitior.
Even if this drama did kill Unity vaporware isn't the term to use.
As it stands claiming anything is confirmed is pompous, there's every possibility that Unity is going to continue to be that engine that gets shittalked while devs that bother using it continue making successful games with it, since that's how its been for years.
Unity was confirmed to be dead as soon as they got the "Worst company in America" CEO to run it, you're only now smelling the putridness of its rotting corpse but it's still rotting.
Also Unity has never been a profitable company and they entirely rely on investor baiting and speculation, which has been a net negative for about 2 years now which is what is forcing them to do these changes now and this will keep going as long as they need money.
>Since 2014, John Riccitiello has served as Chief Executive Officer (CEO)
>Since 2014
Ok so all while Unity was confirmed dead it's had hits like Among Us, Fall Guys and every other indie game out there. Case in point.
Feels good to be right about everything because I can tell patterns and never having to deal with the stress of being a unity user/malware distributor.
It does mean it's laughable calling something dead or vaporwave when it keeps producing mega-hits.
EA's Riccitello era also had a lot of great games but that doesn't mean his reign wasn't shitty. He got fired for a reason.
Cute of you to think a publicly traded company with a pump and dump model has a future.
There are several behavior tree addons and it's rather trivial to make your own, mine is somewhat inspired by Unreal's BT and I'll probably make it an addon once I battletested it with my own game. The problem with the vast majority of addons is that they're made in a vacuum and don't take real workflows into account which leads to severe usability pains, there are way too many addon devs that just don't make games but this goes for any engine.
I've been using Godot since about 2.1 and it progressed by leaps and bounds for sure, the physics being broken are a serious issue but Jolt works fine for me and they'll probably make it the default eventually.
Lots of sprites increase VRAM usage so you'd want an atlas for that, batching is automatic. Also never bother doing anything until you actually need it, preemptive optimization is most likely to cause performance issues than otherwise.
>John Carmack wrote "It is hard for less experienced developers to appreciate how rarely architecting for future requirements / applications turns out net-positive."
>and don't even get me started on Juans attitude and "leadership".
dude has weird priorities, years of his own dev time to develop his global illumination solution while ignoring basic features like the ones you mentionned
>Look up code for double jumping on YT during lunch break
>Shove it into the default movement code
>Tweak with some numbers since the original was for third person and get the feeling right
>Itjustworks.jpg
I'm having a blast with Godot tbh ne daiyo
If i wanted to make a 2D side-scroller, what engine should i go for?
Keep in mind i have the programming knowledge of a rock
Just use pygame and save yourself the trouble.
>If i wanted to make a 2D side-scroller, what engine should i go for?
>Keep in mind i have the programming knowledge of a rock
Just use pygame and be done with it.
Pygame is aids. Just use Godot and GDScript
Godot it is then, thanks anon
pygame is worse than using godot or just using the actual thing its wrapped around sdl lol
i heard its renderer is supreme garbage and the whole thing needs to be rebuild from the ground up for it to be competitive with stuff like unity or unreal. so no. it won't kill anything
They rewrote it already.
Incorrect, GLES is automatically batched and draw calls are not an issue in Vulkan.
>draw calls are not an issue in Vulkan.
Explain how Vulkan helps with draw calls.
Draw calls in vulkan are orders of magnitude faster than old (vintage at this point) graphics APIs and are not ever going to be your first bottleneck, you're dealing with legacy information that does not apply to modern rendering.
Draw calls are usually my first bottleneck, it forces me to make design changes. Vulkan does not make a difference in this.
>They rewrote it already.
dfq, i have been mislead by anons a week ago
80% of everything Ganker says about engines is just straight up wrong and often the complete opposite of truth, might as well just flip a coin, never rely on secondaries to tell you anything.
people who laugh now are the same that used to laugh at blender and now its one of the greatest open source tools out there
if only this gives gdot enough attention and support and maybe a decade down the line you have a great / workable engine
progreas takes time
It requires non frickup management or fork by someone who cares at minimum. If the goal is to replace Unity in actual production.
Actually, I really want to see its capabilities. People will start making games on it.
Im six months into learning game programming and Im glad that I have picked Godot to begin with
Why not just make your own engine? Skip the middle man.
>uhm,,,,just le make your own engine?
i hate this tired fricking argument from actual homosexuals who don't even make games
it's a question, not an argument. Explain.
you're basically saying
>hey, as just one person it should be completely feasible for you to be able to create an engine that rivals teams of hundreds of pajeets working round the clock for free
Clearly the engine made by "hundreds of pajeets" isn't working.
only because they have terrible monetization, there isn't much wrong with unity as an engine itself, godot, unity and unreal all have their boons and downsides.
writing your own engine forces you to truly understand every aspect of game development from lighting to physics to building animation tools, sound, everything. And then actually coding those things and having them all work together.
So its a difference of "I'm going to learn engine dev for 2 years before starting my game" or "im just going to start my game today with a suboptimal Unity or Godot solution".
Technically yes every developer should understand whats going on under the hood but thats not really feasible if you want to start your game today.
The game developer scene is the only scene I know of where people actively tell others not to use the tools that are already given to them, but instead make their own. Like new musicians aren't told "if you want to make music you gotta make an instrument from scratch by yourself", they get told to go the fricking Guitar Center and pick something out. Learning to make an engine before you make a game is just stalling, an issue that's already bad enough in this hobby.
>go to skill share, Udemy and whatever else is there
>search for programming courses
>then search for how to make your own engine
It's israelitery. It always has been, it always will be.
But why should somebody learn how to make a game engine before making an actual game first? That's like saying you need to learn how to build a car before you can drive one.
Because open source is a cult.
imo, the people who shill Unity knowing full well that the company can drag their balls across their consumers' face at any time are more cult-y to me.
imagine being so attached to a money grubbing corporation, lmao
spoken like someone who has never shipped a game
the process of game development is long and arduous as is, you need all the help you can get instead of stalling for time because you saw internet people you didn't like
>translation: Buy my udemy courses
Frick off moshe.
Video games are lot more complex and every game has unique performance requirements. Also, programmers are very autistic and opinionated. A lot of them don't really want to make games, they just want to work on their hobby engines.
Too long. Making your own engine often takes just as long as developing a game itself depending on what features the engine needs, and maintaining it is also extremely expensive.
Many studios that build their own engines just end up not using them and switching to either Unity or (more likely if they're a big studio) Unreal later anyways lol.
Never played a single godot game as far as I am aware. Now that I am aware of this troony loving engine I will actively avoid this engine when possible, which shouldn't be hard as no one has ever heard of it.
And just like that, the CCP and John Ravioli is REDEEMED, sirs. Do the needful. Checkmate.
>she/her
>fae/faer
>frick capitalism!
>John Pepperoni and Larry Fink are my GODs!
>she/her
i hate unity and godot because both are israelite to core, we the goyim are better than the israelites and we should make our own goy game engine.
GOY POWER! GOY POWER! GOY POWER!
is its vulkan renderer good yet
seems fine to me. nice being able to just pickup and go. downlaod is like 50mb. alternatives? sign up verify email download 100gb of israelite-ware promise youre just a hobbyistor student otherwise it would require 1000$ a month... think adobe can tell if a model for sale or in a game was made without a commercial license? if they can they can probably sue you for using it for profit
people who shill for godot never used it
i shill it and use it. but i only make games as hobby, frick doing it as a job.
Are you a neet or do you have a real job?
Personally, I'd rather gamedev than go slave away in an office or, even worse, in some service industry job.
i run a it consulting company. shit post and gamedev in my free time
okay, that doesn't sound too bad. good luck on your games anon
it probably won't, but in the stone age
>two more weeks
Why theses threads always gather the most nefarious dunning Kruger nodev that this place have to offer? Between the ones who seriously believe any professional is gonna switch to Godot while it’s incapable of handling more than a simple scene without crashing,the ones who think Unity the company being shit mean automatically Unity the engine also being shit and the ones go clearly never opened an engine in their life,it’s really hard to read the thread without cringing.
You tell us chief
Make your own opinion and try theses engines,and stop rehearsing whatever shitty Youtuber told you.
>Godot while it’s incapable of handling more than a simple scene without crashing
you are also a Duning Krueger moron
Go on, try rendering a few millions poly 3D scene in Godot.This is possible, but will require some optimisations that you don't need to think about in Unity or Unreal. And that's just the starting point,it scale very poorly.
>you can't make soulless goyslop on Godot
that's a positive
Hilariously ironic post.
>argentinian Black person receives 5 million to keep his operation going
>few months later asks for 50k because money ran out
>gdshit runs so slow it's hilarious
>complex scenes cause the engine crash and burn
>unity killer
Godot will never be a viable engine as long as it remains in argentinian hands.
t. morons who have no idea what they are talking about
as someone who really likes Godot, people really need to stop pushing it as a Unity killer
it's simply just not there yet. it just makes Godot fans feel insanely insecure.
This is your chosen engine.
Godot will never kill unity, it has to be rewritten to do so since it chose to sacrifice performance for code readability, there are other, better open-source engines.
>other, better open-source engines.
Like what? Stride?
>pajeet
It's crazy how low effort pajeets completely dominate gamedev content on youtube, I guess actual gamedevs are too busy making games instead of dumb videos.
Those who can't do, teach.
the two test scenes dont look equivalent at all, no shadows or lighting in the godot one
>Godot can't handle large number of sprites
NOOOOOOO
NOOOOOOO
>still image
>how long did it last before it crashed?
It won't crash, very memory efficient too. Just an array of positions and UV-offsets uploaded to the GPU, basically.
Here's a trash-quality webm demonstrating sprite movement with high performance
>array
>it's instanced
So in other words it's nothing and GODOT lies.
If you try to spawn 100,000 godot sprites, your fps will tank. However, godot lets you use instancing if you want for high performance.
Letting you upload data to the GPU and write a shader is not 'nothing', it's a very useful feature for the engine to expose.
The stuff I need to run at high performance, I can run on the GPU and write a performant shader for, while still having all of godot's useful features at my disposal for the rest of the game.
Ultimately, the code to render particles or sprites is a tiny part of a real game project anyway
>a tiny part of a real game project anyway
totally unrelated anon here. what is the large parts if it is not rendering?
assets
how large a percentage are we talking about here?i always thought the largest part would be the logic one. especially of the game is smaller
Most of the code you write would be general gameplay code
Of course, the rendering systems do have an outsized impact in terms of performance, but it's not a huge number of lines of code when you're using an engine that handles all the boilerplate for you
why do you think an engine would randomly crash for having 100k objects? you'd get in the 1 FPS range way before ever running out of memory unless you have gigantic textures
>it can’t run a large amount of sprites
>ok it can’t run sprites moving!
>144fps
I can do the exact same thing with glfw + opengl and achieve 5000fps, with each sprite moving and bouncing at the edges
Of course glfw and opengl will be as fast as Godot.
I set the fps limiter to 144 fps because it's not really necessary for a game to run faster than that, usually.
Bouncing at the edges is trivial in terms of performance if you do it in the shader.
If you actually update the transform from the cpu each frame then yeah, that is much better than Godot can easily do.
kek somebody said in another thread that it couldn't handle hollow knight
>2D pixelshit
Yawn.
Unity pajeets are really getting nervous
show me good looking 3D games made with Godot
CRUELTY SQUAD YOU FRICKING Black person
in case you did not read properly. i used the adjective GOOD in my statement. that is probably the direct opposite of cruelty squad's mishmash of eye cancer
while ive been keeping up with this thread i made this godot game, has a working close button a randomly colored background (i should probably put it on a loop or do some goofy gradient mathing instead of oneshot) and some testbuttons
next AAA viral title to sell billions anyay now
and when i do make that viral money maker ill pay some dev to improve godot but he has to stream his work days on twitch let him make twitch money as a bonus and i get to spy on his hourly productivity
It won't as long as their console support will be limited to "pay our founder's private company".
Wait until you find out every single engine requires you to pay for console exports since licensing costs money and they are legally not allowed to distribute it to unlicensed devs, plus you'll need a devkit on top of the engine license.
As an indie dev, you're lucky if your game sells on PC to begin with. Console ports come later. Look up any indie game that became a decent-major success, I guarantee you that console support came a year or two later after its initial launch.
https://github.com/godotengine/godot/pull/81197
>Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
>Merged
neat
>look up how to draw a simple debug line on the screen
different solutions, 90% are outdated
>just procedurally generate a fricking mesh every frame bro!
>"immediate geometry" has been renamed for no reason
>"immediate mesh" isn't instantiable as a node, new workflow not explained
>example code for immediate mesh in documentation does nothing
Single line of code in unity.
>just procedurally generate a fricking mesh every frame bro!
How do you think OpenGL (or any graphics library for that matter) draws a line?
Dude awesome equivalence. have a nice day
draw_line in any node that extends from CanvasItem, for 3D lines you'll want to unproject the positions into 2D first like this
var start := camera.unproject_position(from)
var end := camera.unproject_position(to)
draw_line(start, end)
Would someone be able to create something that looked like Star Rail in Godot or is the engine too weak?
Someone? Yes. You? No.
Godot needs a few more years in the oven
>unoptimized trash apt only for indie 2D pixelshit #6gorillion
I'll stick to unreal, thank you very much. I would actually prefer not to, but godot devs seem terminally moronic in their "dude this slow ass piece of shit is good enough for you lmao" shtick.