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  1. 12 months ago
    Anonymous

    No, I need less

    • 12 months ago
      Anonymous

      Name one game made in this

      • 12 months ago
        Anonymous

        Cruelty Squad and Brotato

        • 12 months ago
          Anonymous

          He referred to raylib

  2. 12 months ago
    Anonymous

    is it good for procedural generation?

    • 12 months ago
      Anonymous

      moronic question, procedural generation isn't an engine limiation.

      It needs a trenchbroom style level designer.

      What's wrong with blender?

      I want to like it but 4 is a complete clusterfrick. I might try to make something with 3.6 or whatever the last version of the 3 branch winds up being.

      Or perhaps you are just moronic? Read documentation.

      I just cheat off dead cells dev.
      https://deepnight.net/tools/gamebase/

      Yeah, that will help your lazy ass.

      These threads are always such a fricking travesty, all of you, every single one, are always dumb as frick. I would have better luck trying to talk about fighting games on Ganker than spend any second here. Fucxk you all.

      • 12 months ago
        Anonymous

        Post your game.

        Come home white man.

        What is that?

        • 12 months ago
          Anonymous

          https://ldtk.io/

          • 12 months ago
            Anonymous

            Looks interesting, but why not just use Tiled?

            • 12 months ago
              Anonymous

              I find it more intuitive and quicker to use.

              • 12 months ago
                Anonymous

                >tmx export
                interesting. Theoretically could I just export to tmx and use something like YATI in Godot instead of writing my own importer?

              • 12 months ago
                Anonymous

                You could as a fallback for this
                https://ldtk.io/api/

      • 12 months ago
        Anonymous

        >What's wrong with blender?
        people have been constantly told that they need to have their UV maps "inside the square" for their objects and that UV islands must never ever overlap. people also don't know that UV Project and UV Warp modifiers exist, including separating grouped faces of objects into their own objects... or that the blender interface can be changed to be "units" and the scale of the grid is configurable.

        • 12 months ago
          Anonymous

          Blender is a nightmare to use. It feels like a bunch of morons designed it. Everything is obscured, lots of things can only be accessed by one of the 100 hotkeys. Every time i take a weeks break and come back to it i need to relearn everything again. The mismatch between viewport controls in blender and my game engine also makes me mad.

          • 12 months ago
            Anonymous

            > everything is obscured
            > 100 hotkeys
            legitimate complaints

            > relearn everything
            skill issue

          • 12 months ago
            Anonymous

            If you need to relearn everything when you take a break you probably don't actually know anything.

          • 12 months ago
            Anonymous

            I tried to use blender once for video editing because I read some subhuman post saying it was viable, it was not. It was easily the worst most unituitive program I have ever used and that includes when I was 10 trying to play qbasic gorillas and jetstrike without knowing how dos works

  3. 12 months ago
    Anonymous

    It needs a trenchbroom style level designer.

    • 12 months ago
      Anonymous

      Can't you export trenchbroom maps into it?

      • 12 months ago
        Anonymous

        you can, but requires an obtuse third party plugin system, and trenchbroom itself is jank, I just want a basic mesh modeling tools native to Godot.

        moronic question, procedural generation isn't an engine limiation.

        [...]
        What's wrong with blender?

        [...]
        Or perhaps you are just moronic? Read documentation.

        [...]
        Yeah, that will help your lazy ass.

        These threads are always such a fricking travesty, all of you, every single one, are always dumb as frick. I would have better luck trying to talk about fighting games on Ganker than spend any second here. Fucxk you all.

        >What's wrong with blender?
        Nothing, but I want to expose the level creation tools to the player, so the player won't have to download a third party toolset to make custom levels.

        • 12 months ago
          Anonymous

          >and trenchbroom itself is jank
          What's your favorite 3D mapping program?

          • 12 months ago
            Anonymous

            I make blocks of different sizes, and place them together until something clicks.

            • 12 months ago
              Anonymous

              Using...?

              • 12 months ago
                Anonymous

                Mesh node.

    • 12 months ago
      Anonymous

      It has trenchbroom import idiot qodot and another dev have up to date plug-ins that are on the asset store

      • 12 months ago
        Anonymous

        I don't like trenchbroom workflow, and I don't need Qodot triggers, I just want the mesh modelling tool and the ability to drag and drop textures to parts of the mesh, like Cyclops.

        But, Cyclops only works in Godot 4.x, not in 3.x, I have big fricking project and I won't be able to port to 4 until it until 2025-2027.

  4. 12 months ago
    Anonymous

    I want to like it but 4 is a complete clusterfrick. I might try to make something with 3.6 or whatever the last version of the 3 branch winds up being.

  5. 12 months ago
    Anonymous

    it's not gpl licensed so...

    >inb4 linux trannies come to shit on this thread

    • 12 months ago
      Anonymous

      Is MIT not good enough for them?

  6. 12 months ago
    Anonymous

    I just cheat off dead cells dev.
    https://deepnight.net/tools/gamebase/

  7. 12 months ago
    Anonymous

    I need much, much less.

    • 12 months ago
      Anonymous

      Casually follow rpgmaker, why do the default assets get uglier with every version?

      • 12 months ago
        Anonymous

        It isn't just the default assets that get worse and worse. The feature set has slowly declined since it peaked with 2k3 because RPG Maker's editor developers thought people would rather learn Ruby or Javascript than simply having more powerful editor features. Good RPGM devs were already using the editor's default setup as something of a weird pseudo assembly language anyway, and later editors took away the very features that made that viable such as indirect variable reference.

  8. 12 months ago
    Anonymous

    yes

  9. 12 months ago
    Anonymous

    The tile editor STILL sucks dick, even in 4

    • 12 months ago
      Anonymous

      Come home white man.

      • 12 months ago
        Anonymous

        that actually looks good and easy to use

  10. 12 months ago
    Anonymous

    forced soul

  11. 12 months ago
    Anonymous
  12. 12 months ago
    Anonymous

    >blocks your path

  13. 12 months ago
    Anonymous
    • 12 months ago
      Anonymous

      Rent free

    • 12 months ago
      Anonymous

      >buying shit you hate just to throw it into garbage
      infinite-IQ maneuver right there

  14. 12 months ago
    Anonymous

    less actually

  15. 12 months ago
    Anonymous

    If I want to make a 3D action RPG, what engine would be best for a complete beginner in terms of simplicity and resources?
    I just want to make a simple prototype with movement, combat, NPCs, dialogue system and so on.

    • 12 months ago
      Anonymous

      Smile game builder

    • 12 months ago
      Anonymous

      unity

    • 12 months ago
      Anonymous

      >RPG
      RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing.
      As a solo-dev, the hardest thing to do is churning out content

      instead, try one of these genres that don't need tons of content and assets to be popular:
      rouge-like/lites
      building games
      puzzle games (can get away with a smaller amount of content if you have difficult but well designed unique puzzles)
      multiplayer pvp (but there are other reasons to not make this genre)
      arcade games (shmups, infinite runners, breakout/pong clones)
      cookie clicker clones
      speedrun bait (like a 3d game with VERY good movement controls)

      • 12 months ago
        Anonymous

        >RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing.
        >As a solo-dev, the hardest thing to do is churning out content
        Not now that Stable Diffusion is a thing

        • 12 months ago
          Anonymous

          damn stable diffusion can do 3d models now? game dev is a solved problem :0

          • 12 months ago
            Anonymous

            My bad, didn't realize that anon wanted a 3D RPG

      • 12 months ago
        Anonymous

        >content
        Frick you and your buzzword. If a game is fun, it doesn't matter if it's short. He even said he wants a prototype, not a full length game. Frick you and your consumerism mindset.

        damn stable diffusion can do 3d models now? game dev is a solved problem :0

        If I want to make a 3D action RPG, what engine would be best for a complete beginner in terms of simplicity and resources?
        I just want to make a simple prototype with movement, combat, NPCs, dialogue system and so on.

        Find whatever works for you and do the game you want to do personally.

        • 12 months ago
          Anonymous

          if you want to make a short game, don't make an RPG
          i think one of the only things that define "RPG"'s are having long-term character progression
          if your game is properly short (30 minutes or less), thats not enough time for a "get new item, level it up, spec into skills" loop

          • 12 months ago
            Anonymous

            You can make a short RPG and short JRPG, similar to Breath of Death and Cthulhu saves the world.
            Use a preestablish IP, there is a treasure trove of public domain books and tales out there, and make a small one shot campaign out of it, around 4-7 hours.

          • 12 months ago
            Anonymous

            >if you want to make a short game, don't make an RPG
            Have you played any of the RPG's on the Gameboy? Those are fairly short even for the genre. The last thing you want to do when developing a game is focusing on 'content'. The most important thing is making sure you have something that's worth playing, functional and something you can actually build a foundation on. Focusing on having lots of content in your own words is how development comes to a crawl and eventual stop. Baby steps.

    • 12 months ago
      Anonymous

      Godot works for just about anything. I'm on 3.5 but 4.0 is out and is even more capable.

      Godot always sounds like a cult but after years of beating my head against a wall with unity I can't help but shill for the damn thing.

  16. 12 months ago
    Anonymous

    I want to make a voxel tactics RPG, where instead of tiles, its voxels, so you can have height and shit.
    but unity and unreal suck donkey dick for voxels, and im too fricking lazy to write my own engine on top of SDL or something, because thats a massive amount of extra work and maintenance.

    is godot a good option for that?

    • 12 months ago
      Anonymous

      Excuse my ignorance, but wouldn't voxels practically be small tiles, or are you going to have destructible terrain or something?

      • 12 months ago
        Anonymous

        why would voxels be small tiles? each voxel would be the tile
        the point is so the game is a 3d space, because I want battles to be exactly where u are when the encounter starts, so you can pull fights into choke points, or do things.
        destructible terrain isn't something I want, but generating terrain is, such as making blocks to block off, get up to higher areas

        • 12 months ago
          Anonymous

          oh, you meant voxels like that, godot has support for it but im pretty sure unity does too.
          https://docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html

          • 12 months ago
            Anonymous

            no, I mean voxels as in literal voxels, where u define a point in space and batch render duplicate objects for extremely good performance, especially since its all uniform mesh and a few textures
            thats not voxels, unity has 0 support for voxels and fights u if u try to implement voxels
            https://en.wikipedia.org/wiki/Voxel

            they are pretty easy to implement, but that means u need to build most other things as well, which is a lot of work
            just wanted to see if godot has any decent support for them, googling it says there are libraries, but unity also says that and its solutions are horrible with bad performance, so I wanted to know if anyone had any experience with them or knowledge about them before I try to find or implement them myself in godot to test it

            • 12 months ago
              Anonymous

              https://github.com/Zylann/godot_voxel

  17. 12 months ago
    Anonymous

    >No multipass filter
    yikes

  18. 12 months ago
    Anonymous

    Unironically what this shit even have over Unity?
    Why would you bother learning it?
    The shilling is so strong here that you better have a good answer to this.

    • 12 months ago
      Anonymous

      It's free

      • 12 months ago
        Anonymous

        sirs use it for FREE

        >Unironically what this shit even have over Unity?
        Free, and perfect for 2d games which 90% of indies are

        But unity is also free. The only strings attached assumes you've already had financial success.

        • 12 months ago
          Anonymous

          >Unity is free if you ignore the ways in which it isn't

          • 12 months ago
            Anonymous

            Anon asked for a good reason. Do you seriously think a string attached that only matters if your game did far better than you could have hoped is a good reason?

            >paying Unity for a fricking 2d game
            The state of modern programming

            And what if the game isn't 2d?

        • 12 months ago
          Anonymous

          >paying Unity for a fricking 2d game
          The state of modern programming

        • 12 months ago
          Anonymous

          >Unity is free if you ignore the ways in which it isn't

          >paying Unity for a fricking 2d game
          The state of modern programming

          Anon asked for a good reason. Do you seriously think a string attached that only matters if your game did far better than you could have hoped is a good reason?
          [...]
          And what if the game isn't 2d?

          Unity is so israeli they charge a subscription service for source code access, PER SEAT, and their engine is still dogshit compared to UE5. If you are going to pay any amount of money, at least use unreal engine because you get a more competent engine that you have full source control over and your 5% royalty only kicks in after you make more money than the vast majority of any indie game will ever reach ($1 million)

          • 12 months ago
            Anonymous

            In fairness, you have to have a very high IQ to understand Unreal Engine blueprints

            • 12 months ago
              Anonymous

              >you have to have a very high IQ to understand Unreal Engine blueprints
              Good one

            • 12 months ago
              Anonymous

              Be a man and use C++. You DO know at least a little, right anon?

              • 12 months ago
                Anonymous

                All I know is how to get mods to delete my ideaguy posts from these threads

              • 12 months ago
                Anonymous

                c++ sucks balls

              • 12 months ago
                Anonymous

                Unreal C++ isn't the same as raw C++. It's way smoother to work with

              • 12 months ago
                Anonymous

                What's the difference?

              • 12 months ago
                Anonymous

                It makes heavy use of engine specific macros to tie your code to the editor and has tons of pre-defined methods for most gameplay-related things, and in most cases handles all memory management for you. A lot of the low level aspects of raw c++ are hidden away from you unless you intentionally seek them out. It feels more similar to working in C# or Java.

              • 12 months ago
                Anonymous

                t. game that struggles to hit 60fps

              • 12 months ago
                Anonymous

                Unreal C++ isn't the same as raw C++. It's way smoother to work with

                t. game that struggles to hit 60fps

                ive been programming in c++ for over a decade and made my own engine in it and it sucks balls for rapid prototyping / making games and changes

              • 12 months ago
                Anonymous

                That's why unreal has blueprints for rapid prototyping. Then you port your blueprints to cpp when you need to ship the game. That is literally their endorsed pipeline. Anyways, compiling just your project in a competent IDE like Rider is fairly quick if you hate blueprints.

              • 12 months ago
                Anonymous

                Or you could just use Godot and not pay anything to anyone.

              • 12 months ago
                Anonymous

                Yeah, and deal with an engine a fifth as powerful with much less community support. Unless you are planning on your game making a million dollars you arent paying epic games anything. And just by having unreal engine they give you hundreds of dollars of free assets each month.

              • 12 months ago
                Anonymous

                use lua. The one good thing i took away from wow was hooking lua to c++ to get a fast development environment in c++.

    • 12 months ago
      Anonymous

      sirs use it for FREE

    • 12 months ago
      Anonymous

      >Unironically what this shit even have over Unity?
      Free, and perfect for 2d games which 90% of indies are

    • 12 months ago
      Anonymous

      you actually own what you make with godot, for one. no royalty fee shit, no forced profit sharing.

      (you weren't going to make any money with it anyways)

  19. 12 months ago
    Anonymous

    >tilemap becomes both better and worse
    frickin bugdot 4, i think ill try LDtk when i get to start making levels

  20. 12 months ago
    Anonymous

    I played Cassette Beasts on Switch recently, which is made in Godot, and I've never seen a game perform worse on console in my life. Is this Godot's fault somehow or just an incompetent, poorly-optimized port? I suspect the latter

    • 12 months ago
      Anonymous

      >Godot's fault
      >incompetent, poorly-optimized port
      Both
      Godot attracts incompetent people

      • 12 months ago
        Anonymous

        >you hab to eat all the borgers

    • 12 months ago
      Anonymous

      Unity and especially Unreal are DESIGNED to accomodate for multiple platforms releases, designed to baby level moronic,

      Godot doesn't do that and you have to optimize your game on the console entirely by your own hand, you some fricking pajeet/filipino "studios" entirely dedicated to just porting Godot games to consoles at pay

    • 12 months ago
      Anonymous

      >Cassette Beasts
      numale game

  21. 12 months ago
    Anonymous

    Why should I use Godot instead of Renpy if I want to make VNs?

  22. 12 months ago
    Anonymous

    Yes.

  23. 12 months ago
    Anonymous

    The founder doesn't believe that performance matters, so Godot will likely remain a toy engine not good for much besides maybe rapid prototyping. It's pure delusion to think it'll ever be on par with UE or even Unity.

    • 12 months ago
      Anonymous

      Tell that to Cruelty Squad

  24. 12 months ago
    Anonymous

    Hi, I'm actually a game developer and there is literally no reason to choose Godot, ever.

    Unity has
    >billions of tutorials
    >billions of free and paid resources
    >the most user friendly workflows (doesn't apply to every single feature)
    >competent team working behind it to ensure that it works and is stable so that thousands of game developers can continue to use it
    >Industry standard of platform support, whether it's Windows, macOS, Linux, mobile or console platforms, anything AR/VR, or literally any new experimental platform like Stadia
    >industry proven reliability on billions of different hardware configurations
    >learning unity might actually help you find a job in the industry

    What little advantages godot has are overshadowed by all of the above, you will never make a game faster in godot than unity, especially if you're a beginner. Will Godot ever catch up to a product made by a multi-billion dollar corporation? That's not how the world works, kiddo.

    • 12 months ago
      Anonymous

      >billions of tutorials
      Imagine needing tutorials
      >billions of free and paid resources
      Imagine not making your own
      >the most user friendly workflows (doesn't apply to every single feature)
      Godot has the most convenient workflow of all with the scene tree structure.
      >competent team working behind it to ensure that it works and is stable so that thousands of game developers can continue to use it
      Godot accepts community contributed code meaning there will always be someone who can work on it and there's no profit incentive
      >Industry standard of platform support, whether it's Windows, macOS, Linux, mobile or console platforms, anything AR/VR, or literally any new experimental platform like Stadia
      Godot will have this soon with W4 Games
      >industry proven reliability on billions of different hardware configurations
      Surely this is a joke.
      >learning unity might actually help you find a job in the industry
      Top kek

    • 12 months ago
      Anonymous

      >Will Godot ever catch up to a product made by a multi-billion dollar corporation? That's not how the world works, kiddo
      Lmao everything else you said had some weight but that.

    • 12 months ago
      Anonymous

      GODOT is open source, so it will never just disappear over night or suddenly decide to charge a 30% royalty.

      >that could NEVER happen!
      Autodesk.

    • 12 months ago
      Anonymous

      > billions of paid resources
      That are often mandatory for whatever kind of game you're making because programming your own shit in unity is an exercise in wiener and ball torture.
      And I've seen multiple unity plugin devs just give up and frick off because making shit work in unity just becomes more and more of a pain in the ass as the engine accrues technical debt and bloat.
      At least with Unreal and Godot, if the engine is being a b***h or has a bug that never gets fixed you can go into the source code and unfrick it yourself.

      • 12 months ago
        Anonymous

        >you can go into the source code and unfrick it yourself.
        when will people stop pretending that this happens

        it never happens, you don't understand how the engine works well enough to fix something without breaking a million other things

    • 12 months ago
      Anonymous

      Sorry, I don't like my engine taking 10 minutes to load a project. Sorry dude.

  25. 12 months ago
    Anonymous

    If you're not making your own engine for your own needs, you're probably not making a unique good enough game.

    Especially for 2D games, it's easy to make your own tools.

    • 12 months ago
      Anonymous

      this

    • 12 months ago
      Anonymous

      Nah. Unless you're doing something really specific that would be a b***h to implement in an existing engine, making your own engine isn't worth it.

      • 12 months ago
        Anonymous

        >would be a b***h to implement in an existing engine

        Yeah, that's the case and it always is. You're working around other developers tools and ideas and it's just asking for broken messes and workarounds.

        • 12 months ago
          Anonymous

          terminal nodev brainrot

          • 12 months ago
            Anonymous

            See

            Not only am I not a nodev, but I'll gladly come shit on your nonexistent game in agdg if you want.

            and frick off

    • 12 months ago
      Anonymous

      this

      t. nodevs

      You guys haven't even made any mockups for your games.

      • 12 months ago
        Anonymous

        Not only am I not a nodev, but I'll gladly come shit on your nonexistent game in agdg if you want.

        • 12 months ago
          Anonymous

          Prerendered sprites ?

          • 12 months ago
            Anonymous

            Yes I'm making a classic style isometric mmo like Dransik/Ultima. I don't really care for how most 3D iso looks these days.

            • 12 months ago
              Anonymous

              Nice, is the tree segmented or a single large sprite ?

              • 12 months ago
                Anonymous

                It's 1 large sprite, then we can modify the centerpoint to the base of the trunk to fit in 1 grass tile. It will be segmented in the final version (shadow separate sprite)

            • 12 months ago
              Anonymous

              >making an MMO
              How is this still a thing?

              • 12 months ago
                Anonymous

                Because there's no good classic mmo that exists. Zoomers don't understand, they never experienced it.

              • 12 months ago
                Anonymous

                Billion dollar companies can't make an MMO. You can't make an MMO.
                Stop wasting your life.

              • 12 months ago
                Anonymous

                ultima has still servers afaik.
                next closest thing is albion online

            • 12 months ago
              Anonymous

              >making a classic style isometric mmo
              Lol
              Lmao

              • 12 months ago
                Anonymous

                >I'm making
                >implied solodev
                >fricking MMO
                read [...]
                but it might not apply if you are making a VR chat type thing and just calling it an MMO

                Billion dollar companies can't make an MMO. You can't make an MMO.
                Stop wasting your life.

                ultima has still servers afaik.
                next closest thing is albion online

                Not a solo dev, have content, I'm not making a theme park so i don't have big company issues, yes I've played albion

              • 12 months ago
                Anonymous

                try googling "fachwerkhaus" for references. Your build lacks a lot of wood. They have a middle section and the windows are framed by the wood walls not hanging in the middle.

            • 12 months ago
              Anonymous

              >I'm making
              >implied solodev
              >fricking MMO
              read

              >RPG
              RPG is a content-based game. You need to generate tons of art assets, levels to explore, dialog, quests, etc for an RPG to be worth playing.
              As a solo-dev, the hardest thing to do is churning out content

              instead, try one of these genres that don't need tons of content and assets to be popular:
              rouge-like/lites
              building games
              puzzle games (can get away with a smaller amount of content if you have difficult but well designed unique puzzles)
              multiplayer pvp (but there are other reasons to not make this genre)
              arcade games (shmups, infinite runners, breakout/pong clones)
              cookie clicker clones
              speedrun bait (like a 3d game with VERY good movement controls)

              but it might not apply if you are making a VR chat type thing and just calling it an MMO

      • 12 months ago
        Anonymous

        >nodev
        im devving on a big game project right now

    • 12 months ago
      Anonymous

      >you're probably not making a unique good enough game
      I don't wanna make an unique game, I just wanna make Deus Ex: Porn Edition

  26. 12 months ago
    Anonymous

    Trying to master state machines. The problem with godot is that almost everything in the early documentation is replaced later with better ways. It's frustrating.

    • 12 months ago
      Anonymous

      "Move fast and break things." - the zuck

      • 12 months ago
        Anonymous

        Or just use proper documentation early

  27. 12 months ago
    Anonymous

    yeah godot is """"""free""""", but you're literally saving money using a proper engine like Unreal or Unity anyway

    • 12 months ago
      Anonymous

      elaborate.

      Not only am I not a nodev, but I'll gladly come shit on your nonexistent game in agdg if you want.

      what am i supposed to be looking at? you made a tree? nice game bro lol.

      • 12 months ago
        Anonymous

        you be more efficient with a more expensive good tool than a shitty bad free one

        • 12 months ago
          Anonymous

          >t. never used godot

          • 12 months ago
            Anonymous

            I have and it crashed on launch

            • 12 months ago
              Anonymous

              skill issue

          • 12 months ago
            Anonymous

            Neither have most successful game devs.

      • 12 months ago
        Anonymous

        My own engine and tools within it that work better than shitty free ones. The fact that you can't comprehend that shows how much of a nodev you are.

    • 12 months ago
      Anonymous

      MIT

  28. 12 months ago
    Anonymous

    >2d game, multiplayer, ideally moddable via scripting language
    what engine to develop as quickly/easily as possible?

    • 12 months ago
      Anonymous

      Godot

    • 12 months ago
      Anonymous

      depends on your experience / skillset but rolling your own engine with existing libraries is probably the fastest way

      e.g
      2D drawing: SDL + GLFW
      Multiplayer: GameNetworkingSockets (Steam) Scripting Language: Pick your poison: Lua/Python/Duktape/AngelScript etc

  29. 12 months ago
    Anonymous

    If i wanted to make simply 2 dudes fighting game. Default human models no bullshit. How long would you estimate dev time in godot to just get 2 human models in a game? All i would want the engine to do is render and do collision with ground while letting me write custom collision between characters.

    • 12 months ago
      Anonymous

      Anyone got enough knowledge to comment on

      • 12 months ago
        Anonymous

        a couple of days at most

  30. 12 months ago
    Anonymous

    I got a programming job and gamedev in addition is not as doable for me as I thought it was going in. Might unironically look into a non-programming job just so I can create on the side again.

  31. 12 months ago
    Anonymous

    >implement an obsolete lightmapper that's both too slow for low end hardware but also dogshit compared to RTX
    >still can't do proper vertex lighting, access G-buffers or customize the render pipeline

  32. 12 months ago
    Anonymous

    how bare are godot's learning resources compared to unity or unreal? i'm starting from scratch but i'd like to try and learn something that can do 2D well and acceptably do 3D

    • 12 months ago
      Anonymous

      The official docs are excellent and are generally all you need. Learn how to read them.

    • 12 months ago
      Anonymous

      I think its good enough, except for anything related to shader.

  33. 12 months ago
    Anonymous

    I'm trying to make a game like Reshef of Destruction.
    Will this engine be sufficient?

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