Godot seems like it has more transform hierarchy issues than even Unity does and the dumb workaround you have to do for multiple scripts being stored in the same node is annoying.
>muh decoupling >muh reusability >muh best practices
those fricking memes are used by fricking hacks to complicate their lives for no reason.
edit your shit, duplicate it, make it redundant, copy paste it, who cares. having your code work should be the top priority
there's an entire army of schizos obsessed with CODE AESTHETICS AND EFFICIENCY, and every time devs pander to them entire languages end up getting ruined
>mfw using singletons every time I can >mfw making all of my fields public because why make this shit private to complicate my life
I think people don't understand the difference between coding your game by yourself, and coding a game for a company. Half of the fricking rules don't apply.
even in an industry setting, having your code being an unmanageable mess means that it's harder for the company to replace you.
the more you follow by the letter all the tidy little rules for good code, the easier it will be for your employer to hire a pajeet to do your job with ChatGPT and pay him a tenth of the salary
3 months ago
Anonymous
If you actually worked in tech you'd know where the "You get what you pay for" mindset comes from
>mfw making all of my fields public because why make this shit private to complicate my life
I've never understood private fields with getters and setters. Unless there are conditions to set the value, just make that shit public, if somebody fricks it up it's entirely their fault.
3 months ago
Anonymous
> most junior dev thing i've seen
Its documentation about the api of the class being used. If something is private, it signals intention of the original dev that being modified from outside is not handled properly.
3 months ago
Anonymous
those rules are for people that collaborate with others, like in an office
you make an API that tries to minimize frick ups and make it less likely you'll waste time in calls with the guy who fricked things up or his team
because maybe its entirely *their* fault, but at the end of the day it has to be fixed (probably by you after a long debugging session) because everyone is working on the same project
>edit your shit, duplicate it, make it redundant, copy paste it, who cares
lmao what a moron
>realise your script has a bug >now you have to go and fix it in 50 different places cause you used that code for 50 different things
good job moron, thats why your game will never release, cause you don't know how to code properly
in godot the only struct type is the class, and you need to make a new file for each file, so you cant dump a bunch of things in a file
then scripts are assigned to nodes and they run on each update
iirc if you want globals you need to define them somewhere in a gui(?)
so its kind of a pain in the ass to program in godot unless you follow oop guidelines
you can make a script extend resource then add it as a variable inside another
its annoying and unintuitive but until there are proper exposeable structs thats the best you'll get
You're so fricking moronic. Sure, SOLID principles and shit can be overstated, but you obviously need to be able to *expand your fricking code base* beyond a little demo, homosexual
Composition Design patterns have more Reusability and scale better.
Why make a whole new scrip for every combination of possible behaviors from an object when you can instead create simple function scripts you can stack onto an entity to get all matter of distinct functionalities? It's also more fun to build it that way.
State machines deal with interactions and events, composition programming is basically the product of refactoring scripts that do too many things and wanting more modular scripts.
Except Unity is the one of the few engines that does this and has worse performance for it. Godot, Stride, even Unreal Engine use this architecture and there's a reason for it. Multiple scripts on a single entity is just bad design regardless of performance, and if you can't understand a simple concept like separation of concerns then you're ngmi.
Except Unity is the one of the few engines that does this and has worse performance for it. Godot, Stride, even Unreal Engine use this architecture and there's a reason for it. Multiple scripts on a single entity is just bad design regardless of performance, and if you can't understand a simple concept like separation of concerns then you're ngmi.
why in the ever loving frick would you ever want multiple scripts in one node
actual no brain no dev shit
I think the idea is that like....hypothetically, you could have something like 1-3 functions in a script, and port that over to other things with like a drag and drop style functionality....I dont get it, id sooner just dive into the script that im borriwing functions snd code from, and give er the ole Ctrl C ctrl V technique while also double triple quadruple checking to make sure everything looks and acts right, but......Unitydevs are fricking moronic queers who refuse to learn basic programming
hey bud Im totally on your side here. The way Godot atomizes everything so you can technically and even practically give everything its own behaviors and characteristics to a near atomic level makes perfect sense to me. Even the thought logistically of like 2 simultaneous scripts on one node/object makes my eyes spin and wonder what the frick the computer is even looking at.
Because Unity conditioned a lot of newbie devs into thinking it's the best way to compose objects so you get absolute nightmare shit like a single GameObject with 30 scripts attached to it, and Unity tutorials actually encourage this behavior.
Whenever I look into Godot, the whole situation is fricking embarrassing. The latest version doesn't even support extremely basic features, and somehow the devs are thinking this is acceptable. They keep everyone waiting for Godot to become good but that never comes. The engine has been out for 10 years.
Freetards keep breaking compatibility, removing features, and just fricking things up, and they justify this with muh philosophy. They try to gaslight you into thinking YOU are the idiot, you just don't understand, who are you even to talk about this when devs work FOR FREE so that YOU can have this AWESOME PRODUCT. Why don't you get off you are high horse and start contributing, sweaty?
Oh, you fixed something? NOOOOOOOOOOOOOOOOOOOO YOU CANA'T DO THAT THIS IS NOT HOW WE DO THINGS AROUND HERE STOP BEING AGGRESSIVE AND FOLLOW THE RULES CLOSING THIS THREAD DON'T AT ME
if you have the ability to fix it and the devs reject it, just make your own fork and if its good people will eventually use it over the main thing, which might force the devs to reconsider/compete
>YOU CANA'T DO THAT THIS IS NOT HOW WE DO THINGS AROUND HERE
The entire thing is LITERALLY open source software you fricking LARPer, nobody can or will stop you for making your own fork, which you can't do anyway because you lack the actual expertise on top of being a LARPer
>muh just fork it
It practically never happens in real life. It only works when you maintain your entire program and it's better than the original version, so practically never when it comes to complex programs. You don't have the capacity to maintain Godot yourself, and your branch is becoming outdated in a few days and incompatible in a few weeks.
>>if you have the ability to fix it and the devs reject it, just make your own fork
lol im not gonna maintain a fork of godot, thats way too much fricking work
>if its good people will eventually use it over the main thing
not if juan is against it
>which might force the devs to reconsider/compete
will never happen
>YOU CANA'T DO THAT THIS IS NOT HOW WE DO THINGS AROUND HERE
The entire thing is LITERALLY open source software you fricking LARPer, nobody can or will stop you for making your own fork, which you can't do anyway because you lack the actual expertise on top of being a LARPer
nta but the skeletal animation system is extremely half-baked at the moment.
Last I checked there is not even good IK support. There used to be better support but they removed it for 4.0
(I'm still developing a game with it though, and I haven't found anything in 4.0 that prevented me from at least writing whatever feature I need for myself)
Im not defending that choice, but the thought process of making a model, ostensibly with a program that has tools to animate said model, exporting it to godot, and THEN animating it in godot vexes me a little bit
Realtime IK (and FK) are fundamental animation tools, decades-old standard engine features.
You of course don't animate in Godot, but if you want to set it up so that the player's feet will match the terrain height, or add dynamic secondary motion (jiggle physics etc.) you can't just pre- bake that in blender
3 months ago
Anonymous
>hes trying to add jiggle physics
PERVERT! PERVERT! KILL THIS MAN!!!!!
?
https://godotengine.org/article/dev-snapshot-godot-4-3-dev-3/ >Single-threaded web exports (which simplifies the distribution of Godot 4 web games and apps).
>they hired a transphobe!
this I could care less about
its actually funny because godot is pro troony and permanently put rainbow colors in their discord logo
however the engine is total shit
>btw the dev apologized and fixed everything anyway!
no godot is nowhere near "fixed"
it still has not improved in performance much from godot 4, and it still sucks compared to real engines
did the godot devs fix this yet?
https://sampruden.github.io/posts/godot-is-not-the-new-unity/
LMAO
"Not all games need physics, so it's not important"
?t=610
that's pretty much the standard response when you highlight how shit the engine is at everything
"the performance is bad"
"W-WHY DO YOU NEED PERFORMANCE FOR!?"
"these raycasts are really slow, you can only do 10 per frame"
"W-WHY DO YOU NEED TO DO 11 RAYCASTS PER FRAME HUH?!"
Whenever I look into Godot, the whole situation is fricking embarrassing. The latest version doesn't even support extremely basic features, and somehow the devs are thinking this is acceptable. They keep everyone waiting for Godot to become good but that never comes. The engine has been out for 10 years.
Freetards keep breaking compatibility, removing features, and just fricking things up, and they justify this with muh philosophy. They try to gaslight you into thinking YOU are the idiot, you just don't understand, who are you even to talk about this when devs work FOR FREE so that YOU can have this AWESOME PRODUCT. Why don't you get off you are high horse and start contributing, sweaty?
Oh, you fixed something? NOOOOOOOOOOOOOOOOOOOO YOU CANA'T DO THAT THIS IS NOT HOW WE DO THINGS AROUND HERE STOP BEING AGGRESSIVE AND FOLLOW THE RULES CLOSING THIS THREAD DON'T AT ME
keep fighting the good fight sister
this will surely kill godot any day now
I mean... yeah.
Tried Godot for a month, and having to deal with the community's moronic mindset when it come to functionality and performance was a bigger pain than having to deal with Iron Source's turboshlomo shenanigans.
Unity is shit, but Godot somehow managed to be significantly worse.
>games will get slow as they grow! no! i will not provide examples! >look at this tweet from 5 years ago! btw i will not go into details! btw the dev apologized and fixed everything anyway! >being open source is not an argument because i don't want to contribute! >they hired a transphobe!
oh my
>they hired a transphobe!
this I could care less about
its actually funny because godot is pro troony and permanently put rainbow colors in their discord logo
however the engine is total shit
>btw the dev apologized and fixed everything anyway!
no godot is nowhere near "fixed"
it still has not improved in performance much from godot 4, and it still sucks compared to real engines
did the godot devs fix this yet?
https://sampruden.github.io/posts/godot-is-not-the-new-unity/
how many games has sam pruden made? also why the frick do you need 7000 raycasts per frame? stg unity and unreal enable the sloppiest coders imaginable.
being sloppy isnt excusable sam. Also why does your gitblog only have the one post all these months later, seems like youre just astroturfing for unity
>0 google results >0 youtube results >0 real github entries >0 linkedin profiles >0 game credits >propped up as some form of authority figure because "I DONT LIKE GODOT"
How am I supposed to make a 2d pixel rpg about depression now!! Guess ill just bend over and let unity buttfrick me because this nonperson says so
Writing one contentious article gives you a much bigger voice than silently spending years making and releasing a successful game because the internet is purely driven by drama queens and nothing else.
yeah I guess. Juan is real forgiving and offers solutions but the initial blog is basically "I treated godot like unity and it didnt respond like unity,what the frick!?!?" as if Godot was purpose built to be Unity-lite or something.
>the discord
what a troon ride, I post this in every godot thread, still making the game btw >making space station silicon valley type game >basically looking for help on the discord with a mechanic similar to mario odysseys cappy, but would require stunning/beating an enemy first >troony offers advice in a message >go into voice channel >troony begins giving me advice to make a Kameo mechanic where your abilities are hotswap on a dpad >tell them I dont want that >they begin shaming my idea and saying theirs is better >thank them for their time but explain that my vision isnt the same as theirs >"WELL WHY DID YOU EVEN ASK FOR HELP IF YOU DIDNT WANT IT"
that place is psychotic
Asking for advice should purely be regarded as a rubber duck exercise so you can come up with a solution yourself, I've come to realize that I'm simply far better and knowledgeable than everyone around me.
>a rubber duck exercise
Neat, I didn't know there was an actual term for it. I do that a lot when I'm stuck on something but I just write it out in a text document like an imaginary post.
> I've come to realize that I'm simply far better and knowledgeable than everyone around me.
I mean when it comes to developing your own game you'd better be more knowledgeable than the people not involved at all.
he spends 99% of the time seething about the vatnik instead of the actual issues the garbage engine has, talk about giving a bad image to "godot haters"
Nobody with a brain uses gnome, it's run by incompetent egomaniacs like ebussy as seen in your picture. Thankfully there are other options on Linux.
>akshually i-i-i-it's muh guhnome, not muh ganoo plus troonix
The entire open source ecosystem is plagued by the same mindset, this is the same thing that's going on in Godot as well. It's just stronger in some circles than in others (Gnome is among the worst ones).
>>that's pretty much the standard response when you highlight how shit the engine is at everything
Yeah that's pretty much what my experience with the userbase has been like. It's like a cult, they just fall back on the same bullshit phrases whenever you criticize the engine. One time someone parroted that "hurrr durrr you're not gonna release any games on consoles anyway", he stopped responding once I showed him the console games I worked on.
It probably doesn't help Godot is pretty much a hobbyist engine. Most users don't need better performance or proper console support or 3D mapping tools because they're not ever gonna need them for their own projects, so why would *you*? If nothing else, this "why would you need X" mentality is the biggest factor in preventing Godot from becoming a more adapted engine.
lol this guy is moronic, he changed his channel name when people found out he had no idea what he was doing
not saying godot is good, but this frick is incompetent
>"godot has a problem with re-inventing the wheel" >"now you have to use a 3rd party add-on (jolt), isn't that so lame?"
well which is it, moron? do you want them to re-invent the wheel in-house or allow third-party add-ons?
also this guy is fricking ESL
>literally the best devs in tech are those things
yuri was probably the best coder they had so they protected him at all costs even though their discord and engine are ultra gay
>C#
There's your first mistake, buddy.
If you want to make a game, you either do everything from the ground up with C and SDL, or use some WEB 3.0 JS-tier nonsense for total brainlets.
>If you want to make a game, you either do everything from the ground up with C and SDL, or use some WEB 3.0 JS-tier nonsense for total brainlets.
The absolute state of the Ganker crab
Alright, so I can't use Godot either.
What C# engine can I use then?
why C#? it's literally a jeet lang
>If you want to make a game, you either do everything from the ground up with C and SDL, or use some WEB 3.0 JS-tier nonsense for total brainlets.
The absolute state of the Ganker crab
C+SDL is basically easy-mode if you're making a 2D game
it only gets complicated when you go 3D and start writing a 3D renderer. Otherwise SDL provides everything you need for a game, is portable, and works with basically every controller out of the box
If you enjoy reinventing the wheel, have fun, but writing your own engine doesn't have much to do with game development, and it doesn't make a game better in any way. Suggesting people unironically do this when they simply want to make a game is ostentatious shitposting.
the only difference between SDL and a pre-made engine is that you have to write a main-loop instead of using a pre-made main-loop
it is moronicly simple
If you enjoy reinventing the wheel, have fun, but writing your own engine doesn't have much to do with game development, and it doesn't make a game better in any way. Suggesting people unironically do this when they simply want to make a game is ostentatious shitposting.
puts it. Is there libraries that do all the heavy lifting?
Like I write my main function, and class files and Use OpenGl or something as my renderer. But I add libraries following?
Something like:
#include 3D viewport
#include physics
#include raycasts
#include collisions
#include fbx animation manager
#include animation blending
#include etc
C# is a great language, fite me.
It's got the observer pattern, factory pattern, and the strategy pattern right out of the box so I can write clean code without any boilerplate.
No header files, headers just makes writing large swaths of code a pain.
Everybody writes libraries for it, and if a library is in C++ you can convert it to C# in under an hour.
Microsoft is dumping billions of dollars into the compiler to make it faster. It's one of the few languages you can say gets faster every year.
It's just more readable.
>to make a pie, you must first create the universe
Nah frick off with this mentality, if you want to start from scratch go ahead but some of us want to finish a game in our lifetime.
I don't think there's a C# game engine anymore.
Time to use GameMaker, at least the syntax of that language is similar to C#, unlike special snowflake languages like godot script or lua
I used it recently on a prototype project. I loved it, far more than Unity. I'm a C# dev for work, so having a nice simple engine that doesn't require a weird ass interop or whatever is nice; just make a .csproj file, import the stride nugets, and you're ready. The engine API is really clean and works as you would expect. Provides pretty nice ECS api as well, but you don't need to use it.
Has a small community of devs on discord; some making games, some working on engine. Development on engine is pretty slow, but at least its open source. Its missing a few features I would like (decals being one) but i'm not a graphics dev so I can't help too much.
Tried it. It was unstable, even crashed on changing the layout(tested with multiple users). IIRC, its viewport bugs out when you change the viewport pane layout to certain ones. Editor doesn't seem super customizable either. Coding conventions are weird with the cases, and the lack of `this`. On the other hand, supports C# 12 and .NET 8, so already miles better than Unity.
It's good, but still needs time to cook.
Godot's pretty good so far. Hierarchical structure can be a little weird, but fine otherwise. Far better than Unity's -- everything follows a consistent structure. Editor's great, other than the forced GUI on the bottom. Nice theme support. I like the recursive node editor thing as well. Docs don't all have C# examples. Attaching a script to a node changes the node's type to that script's type, which is pretty peculiar. Has C# 12 and .NET 8 support, albeit it seems sorta sloppy considering how they basically dump the .NET binary folder in the build folder. It's still pretty free form though, also allows you to control the main loop. Networking isn't featureful -- doesn't have snapshots, prediction, rollback, etc.
Also Godot's not that great for interactive prototyping either, since the editor gizmo updates aren't passed in real-time to the build(which is a separate window). Sometimes the mouse drag controls for numbers go wack, where the scale of numerical changes is way too huge with tiny movements.
That said, still pretty good. Input system isn't bad either.
I can't help you with the build running in a separate window but if you want to mess with your nodes when prototyping enable "Deploy with Remote Debug" and switch to "Remote" in the Scene tab and your node values should start synching with your gameplay and vise versa.
3 months ago
Anonymous
Thanks, but unless I misunderstood your solution, I think I poorly conveyed the problem -- the gizmo updates are passed to the build, but they aren't passed as you move the gizmos. You have "commit" your changes by leaving input(i.e, LMB) before they appear in the build. Dragging the editor values on the other hand are passed in real-time.
3 months ago
Anonymous
>are passed in real-time
passes them in real-time*
Just fricking use Unity like a normal person. Stride was heavily shilled during the most recent time Unity shit the bed but its only claim to fame is that "it's just like Unity". Difference being, Unity has all the tutorials plus a ton of games under its belt. Stride doesn't.
Most Unity devs complaining about Godot are the ones that couldnt even switch to any other engine because they just arent good programmers to begin with.
Unity struggles with a lot of things, it's not really a good engine for serious projects. You can see how Tarkov is. Genshin Impact works, because there's not much to work with in terms of physics objects and graphic fidelity isn't high. And this has everything to do with how Unity is structured. Unity is great for mobile or multi platform games, but it's optimized horribly and is a bad idea to use for a huge scale commercial project. Again, see all the technical issues with Tarkov, for an example.
>it's not really a good engine for serious projects >these insanely successful games (including the highest grossing game on the planet) don't count because...
>frog poster >is moronic
It checks. Also, this isn't a popularity contest. We're talking about the technical aspects of the games and engines. All of the majorly popular games made on Unity are quite simplistic in their nature and can be made on other engines, including Godot. The one thing Unity really has over those engines and why it became popular to begin with, is ease of porting games across multiple platforms. You can create a single project and set it up to work both on mobile and PC simultaneously. Of course that comes at the cost of the engine being an unoptimized mess. Also, let's not forget that for the longest time Unity had the reputation of being a shit engine just for the fact that a bunch of low effort shit was being made on Unity. See Steam Greenlight and the amount of shit that was put on there that was made on Unity.
t. used to work for a studio and worked with Unity back in 2013 - 2014
Another hidden significant benefit is that unity games are trivially decompilable (thanks c#) so modding communities skyrocket and make mid games much better (see RimWorld)
>reading frogposters >replying to frogposters
You don't have them auto-filtered already?
Train you brain to skip their post on sight, they have absolutely NOTHING interesting to say.
>All of the majorly popular games made on Unity are quite simplistic in their nature and can be made on other engines, including Godot
Don't talk about shit you know nothing about.
>the engine being an unoptimized mess >All of the majorly popular games made on Unity are quite simplistic in their nature
If the game is playable and fun, performance doesn't matter. Of course, it could be better, but you want to make good games, not tech demos. I understand Unity struggles with things and it's not the best for everything, but it's proven itself more than capable for "serious work" in my book.
And I don't know what counts as simplistic to you, but if you want to make AAA looking slop, you can always use Unreal Engine. >ease of porting games across multiple platforms
This is a crucial advantage. All modern game engines should have this in 2k24. >Unity had the reputation of being a shit engine just for the fact that a bunch of low effort shit was being made on Unity
That goes for RPG Maker and Game Maker too, both of which have great games.
1) 2014 was ten fricking years ago. Do you realize that's an entire decade of optimizations you missed out on?
2) Godot's performance is trash because it's completely unoptimized. Not even kidding, Juan has gone on record multiple times that he does not care at all to optimize his engine, and it only happens once in a blue moon he will accept a request to do so (though the process has been known to be like pulling teeth). The only reason this isn't used more as a gotcha against Godot like it is with Unity is because Godot's userbase is by and large hobbyist devs who make prototypes and miniscule games. Why do you think professional studios haven't adopted it while they have with Unity? It's because even a simple Monkey Ball clone written in Godot would blow up console hardware.
>including the highest grossing game on the planet
Which is?
CSGO is source (now source 2)
minecraft is JAVA with bedrock done largely custom in C++
not sure what dungeon fighter online is doing but it's definitely not unity
I forget the name of that shooter chinks like but I doubt that's unity either
The frick are you talking about you moron? Tarkov's issues stem from incompetent devs (evidenced by all the client-authoritative networking) that likely front-load every asset & don't effectively chunk their large playspaces, what the frick do you think unity is doing to drag it down?
https://forum.unity.com/threads/multi-threaded-operation-in-unity-is-28-times-slower-than-normal-c-program.710408/
Unity is built on principle of stacking shit on top of other shit, converting it all to other shit and then expecting it to run. The more layers of shit you add, the slower the climb up that shit hill will be.
Burst** compiler. Looking the post seems the guy did a print to console that's obviously a non-parallel operation that's probably blocking the threads. Also >2019
>I doubt that it will run as smooth as running code natively either way.
It will be very close to native, much better than losing your sanity trying to do parallel shit in a memory-unsafe language (that's assuming you know how to code, .NET have a lot of optimizations most C++ programmers won't do that actually make it run faster)
I didn't watch the whole thing, but it sounds like the dude is just grinding his axe and trying to extrapolate it into a whole, hyperbolic rage bait video
meh
he's done this before, every time he gets called out on it he abandons his channel or changes the channel name
basically he has autism, claims to have worked in games before (but never shows proof), and is a drama addict
the few times he does post technical content, he does shit in the most unoptimized way because he's a moron. So instead he just sits around looking at drama and sucks the wieners of people way more competent than he is like vblanco
The fact that Godot still does not have a stencil buffer to this day is unacceptable. It's a standard technique used in games 20+ years ago and to this day.
My project uses stencils and I would have considered porting to Godot and not Unreal had they bothered or just let us use Glsl.
Menwhile learning Unreal Shaders is fun. I recommend checking out Prismaticadev
the sprites also lack default pivots which every other 2d engine has, you either make every sprite have the same dimensions (wasting a lot of space) or manually change the pivot per frame per animation
And before you start with your inferiority complex, like digital painters are not graphics developers, they simply use the tools someone else developed, same here.
>he uses pre-built compilers
You didn't write your engine.
3 months ago
Anonymous
Exactly, I am not an engine developer, I am a games developer.
Does having to spend years working on your engine make you feel that much of a winner?
Winner, no, let's just use words properly, I enjoy developing gameplay, graphics, the entire thing, rearranging stuff is not for me, I'll leave that to AAA and kids.
3 months ago
Anonymous
>rearranging stuff is not for me, I'll leave that to AAA and kids.
Alright you think that, I'll be finishing 5 games in the time it took you to make one. I'm sure all that effort was worth it.
3 months ago
Anonymous
Good? I don't want to finish games to flood the market, I don't see how that is a good reason.
>godot isn't the new unity because if you want certain features you have to use addons just like unity >Also the dev team and discord is full of racist homophobic chuds
Wow. Another nothing burger.
Godot is dogshit and the node system is the most moronic fricking thing anyone has ever thought of. If you ever want to make anything more than a fricking platformer you're going to need to either rip it all out and implement your own class/ecs/whatever system, or at the least rely on their dogshit "physics/render servers" because the node's innate support for basic systems don't fricking work, and none of this is to mention the cancerous workflow this piece of shit setup forces on you.
>If you ever want to make anything more than a fricking platformer you're going to need to either rip it all out and implement your own class/ecs/whatever system
if you don't do this for every project regardless of engine then you're already ngmi
It's the opposite, if you're no good at programming it's pretty easy to get started in. It's just lacking in features and not performant. That's fine for a beginner's engine but I wouldn't use it for something more complex like a 3D game.
>>I think if you're making a 3D game you kinda need to use Unreal by default
If you aren't make a photo realistic game you might as well go with Unity instead tbqh.
>What's the most impressive 3D game made in Godot anyway
Cruelty Squad
>godot is good for beginners because it has no documentation >the other engines with automatic addons and endless templates and examples, that's for pros like me
lol
Eh, I've seen enough good looking games made in Godot so I'm not really bothered by some dude making a video saying otherwise.
It will only improve over time and being honest it doesn't need to do everything Unity does because Unity is a bloated POS just like Unreal.
>code your own linux distro >create your own custom keyboard and mouse >encrypt your hard drive 10 times over >create your own programming language >code your own engine >create one level of your game before giving up
It's not just management that's fricked over at Unity. The entire URP and ECS team quit at Unity. How the hell do you even replace an entire team maintaining the core functionality?
oh wow
thats a pretty big deal and may force me to switch engines
I guess some guys from the HDRP team will have to cover til they get enough capable replacements (could be years)
wonder what the URP/ECS people will do next
https://forum.unity.com/threads/multi-threaded-operation-in-unity-is-28-times-slower-than-normal-c-program.710408/
Unity is built on principle of stacking shit on top of other shit, converting it all to other shit and then expecting it to run. The more layers of shit you add, the slower the climb up that shit hill will be.
stuff like this just makes me want to make my own engine from scratch that doesn't suck
>stuff like this just makes me want to make my own engine from scratch that doesn't suck
If you can afford some free time every day and have the motivation, you're probably better off doing that. Of course it also depends on how complex of an engine/game you want to build. But if you want to make something that's reasonable within a one man project, then you're definitely better off doing that in the long run.
The vast majority of 2D games were made "with their own engine," so code monkeys shitting on SDL always look very silly when they say that.
Using SDL is probably 10% more complicated for a 2D game, and much of that is covered by a simple tutorial you can do in a day.
In exchange you get a (potentially) efficient project that you know every inch of, which can save more time on the back half than you lose on the front half.
I'll readily admit that I've never made an extremely complicated game with just C and SDL, but maybe ask yourself why you want to be making an extremely complicated game in the first place before trying a solo project in fricking Unreal.
>dunning kruger
I actually made a barebones engine before, so it's not a factor of not being able to do it
it's just time consuming, which is why I switched to regular engines
but with the amount of headaches I've had dealing with unity/unreal/godot, it may have been better if I just kept working on my engine
>I actually made a barebones engine before, so it's not a factor of not being able to do it >it's just time consuming, which is why I switched to regular engines
Not being able to do it on time is just not being able to do it period, as no one have infinite time, that's my point. Unreal to me have given me the least headaches you just have to learn "the unreal way (tm)"
>Not being able to do it on time
I would have gotten further if I just stuck to my engine, and I wouldn't have to be held hostage to engine performance limitations
my engine was extremely fast
>I'm a game developer and I've released commercial games!
Yet, instead of using footage from those games or you working on them, you used low-effort Apex Legends footage.
- https://store.steampowered.com/app/2307660/Moving_In/
- https://store.steampowered.com/app/1845050/Mirrorama/ >Godot is slow at dealing with high quality assets
No real examples given, even some anecdote from those games you developed would've been sufficient. >Godot is not 'community driven' because Juan is salty someone came in with an issue report and some example of alleged performance improvements
You can ALWAYS come up with cases that make your performance improvements look good and ignore edge cases. The fact that he can't explain them in any meaningful way beyond screencaps shows this isn't someone to be trusted when talking about 'engines at scale' >Godot ditching Bullet and rolling their own implementation was a bad idea! They should just implement the Jolt engine that everyone uses with a plugin!
My understanding is that the Bullet developer(s) were not responding to feedback. In development , sometimes you try things that don't work. This is fine. >Godot is like le Unity because you have to use plugins!
Nothing is wrong with being extensible. >What do you mean I have to make edits to an engine! I don't have time for that!
Pure cope from someone who isn't a real game developer(hobbyist). No engine will be perfect except the one you write, so, if you adopt an engine, you adopt it's bloat as well. >Blah blah blah, discord drama, twitter screen shots
Who cares? >Juan is still payed money by Godot even though he doesn't work there
The screen cap literally says a 'symbolic amount'. It could be $1 it could be a million, but he doesn't mention that.
In short: Go back to your hobby and leave us alone.
>No real examples given, even some anecdote from those games you developed would've been sufficient.
lol try it yourself
but I know you have no high quality assets to use because you're a NODEV
>You can ALWAYS come up with cases that make your performance improvements look good and ignore edge cases
what a load of shit
juan has ignored and turned down nearly every attempt at performance optimisation
the dude doesn't understand how code actually is executed on hardware, so he does everything the slowest way with the stupidest data structures and calls DOD a fad
the whole engine is amateur hour, which is why amateur performance is not surprising
lmao Abra is such a cuck, THIS is the great game he worked on? what a brain-dead ESL homosexual. Imagine having a game dev channel where you dev nothing and 90% of your footage is from Apex Legends. Dishonest frick
Here are some articles about Godot from actual game developers who've made actual money from their games
I'd encourage anyone interested in Godot to read either of these and ignore Youtube Drama.
https://godotengine.org/article/godot-showcase-cassette-beasts/
Open-source >Engine code is often optimised to be fast enough in the most common cases, at the expense of poor performance in highly specific cases. Cassette Beasts actually hit several of those poor-performance cases in Godot, and I had to patch engine code in a few places to claw back a few frames. However, I think that this is a strength of Godot. No code can be perfectly optimised for every case. Optimising for better general performance in the most common cases, while allowing game developers to customise the engine for weird cases, is exactly what engine developers should be doing.
https://caseyyano.com/on-evaluating-godot-b35ea86e8cf4
C# Support >Maybe you can’t access certain APIs in C#. Perhaps it’s a pain to find objects in your scene. Maybe it’s always updating or unstable when compiling. Maybe the workflow is bad, forcing us to compile scripts for 10 seconds each time we alt-tab from IDE to the Godot editor. These were some of my irrational fears when the GDScript evangelists started appearing during the C# talk. >Moving on, I was pleasantly surprised by the C# integration. The setup to use my IDE of choice (JetBrains Rider btw) was easy. Autocomplete works great and the game could be run from the IDE by default. Also, switching to Godot and running the game was fast. I mean really really fast. The 5–10 second “Compiling Scripts…” popup in Unity always haunted my dreams.
to moronkuns defense it was just fixed like 4ish months ago in the devbuilds and I think 4.2 stable came out just a few weeks/a month or so ago
3 months ago
Anonymous
He would know that if he had even the slightest first hand knowledge of anything he's trying to talk about instead of doing nothing other than enginewar shitposting.
Seriously, this kind of moron needs to be shamed away from any gamedev thread.
3 months ago
Anonymous
what? okay, sure for android I guess but that's super recent. still, you can't export for web. so I was still right and you were still wrong about c# being able to do exports like gdscript. oh and btw the android exports in general are super trash performance wide
Android and iOS are now supported for C#.
Web export is the only thing C# doesn't work on in Godot 4.
yeah I missed that. still c# is not able to do everything that gdscript can. I understand trying to bait unity refugees but it's just lying to say otherwise
3 months ago
Anonymous
C# and gd extension limiting exports kills many add-ons dead in their tracks.
Unless the word is the dictionary, you can pronounce it however you like as long it's recognizable. Pronunciation rules in English are almost rudimentary.
It is.
Based of the Beckett play. French word. Gets butchered a lot. Causes "gif" pronunciation tier arguments. Devs say pronounce it however, but if you want to be right that is how you pronounce it.
why would i need to shill for godot to use it?
it's free and open souce.
always will be
i don't need it to become successful or make a lot of money, i just needed for it to exist
also, it's likely going to force unity to pull its shit together, competition is good
It used to use Bullet physics, but Bullet gets millions in donations from Blender, thus it's been getting less and less game performant in exchange for accuracy as Blender needs.
So they thought they would roll out their own physics engine optimized for games, even hired someone for it full time who had a masters degree in physics. The guy who was hired for it was bullied off the project by one of the core maintainers. He quit in the middle of implementation and other people had to patch work his physics.
So the plan fell through, Some people decided to make plugins with better physics engines rather then try to patch what's there.
Discussions with the community has hinted they may be retiring the built in physics and just use Jolt and Box2d, but first they need to have proven implementations before that goes through.
Yeah, it would have been better to use Jolt from the beginning. But hindsight is 20/20.
3 months ago
Anonymous
>The guy who was hired for it was bullied off the project by one of the core maintainers.
Lmao classic freetard behavior.
3 months ago
Anonymous
Yuri bullied him off the project, he's an autist with a huge ego. Classic Linus Torvold-esque who talks smack about any code he sees as shitty. He keeps his place because he's contributed a ton of code.
Yuri finally got fired from the team, the final straw was with Google. Google is paying The Forge millions to optimize Godot, Yuri was talking shit about them claiming their push requests were pure garbage, got a stern warning "Shut your mouth, if Google withdraws funding because of your insults we'll never see another dollar again."
Yuri couldn't keep his mouth shut and kept talking smack about Google. Thus, despite being one of the biggest coders on the engine, he was given the boot due to being a huge liability.
3 months ago
Anonymous
pls anon do you have PRs or any links where I can see those discussions unravel? sounds entertaining as frick
3 months ago
Anonymous
There have been no "The Forge PRs" to begin with.
Yuri tends to be picky with his comments and rejects sloppy garbage that didn't even have feature requests which hurts people's egos and they misconstrue it as rudeness, his quarrelsome and argumentative nature does make other people dislike him personally but making shit up about him and b***hing about his nationality is far worse than anything they accuse him of. It's very clear where the pressure came from and how artificial it was in the end.
3 months ago
Anonymous
>a masters degree in physics.
useless lmao
you need at least a phd or double master in computational physics and applied mathematics
3 months ago
Anonymous
>Need another decade of education still
It's over...
3 months ago
Anonymous
>hindsight is 20/20.
and foresight is not using godot to begin with
Kinda random, but I've been trying to get into Godot, and I've been wondering if there are any pdfs/decent resources explaining in detail basics, or should I just wing it, and/or try getting into python as well as I've heard it's similar?
It seems friendlier than some alternatives I've come across, including Unity. I don't have extremely high demands, and some tutorials I've gone through like a year back have shown it's capable enough for my aims, so eh
KinitoPET was made with Godot. If you aren't aware of the engine's features (or lack there of) that will bottleneck your game in any way, then it's good enough for you.
Have you tried the official motherfricking documentation? There is even a "Getting Started" section.
https://docs.godotengine.org/en/stable/getting_started/introduction/index.html
I did, it's helpful but doesn't explain it in ways I can comprehend it properly enough. I've used chat gpt for some of and it's helped immensely with understanding how things operate, but I'm wondering if there's anything else. I'm reading a pdf on procedural generation rn and it's half decent
Go watch a YouTube tutorial series of making an rpg in Godot. Follow along and you'll figure stuff out along the way. With video tutorials you'll know if something is amiss.
Making a 2D RPG can be surprisingly not difficult to setup, sure there's more parameters but you automate a lot of it and can use spreadsheets to track all the stats due to all the items, enemies and players running on similar data structures.
>the person I talked about in this video has been proven to be racist and homophobic lately and that discord mod I talked about is known for using lots of racial slurs in official godot discord.
LMAO What a Black person
Pick whichever engine you want to try, get a feel for them yourself don't listen to people who have made next to nothing. From my 15 years of experience in game dev, Unity is my choice. I like Unreal as well but it has a lot of render jank. Godot works, people have made games with it but it has a lot of caveats. Unity is a good middle position, it is stable, decently lightweight, and can be performant. However, Unity's directors are clueless about what to do with the engine so it spins its wheels and ping pongs between mobile and nonmobile development.
Did anything notable actually come from Unity charging a fee for installs, seems like everyone was crying DEAD ENGINE but now I don't hear shit about it despite games still being released in Unity.
They reverted some of the changes.
Older versions of Unity won't need to pay for the shitty install fees, but will still have the "Made in Unity" splash screen unless you pay or upgrade.
If you were a dev and you already are paying for Unity Pro then nothing changes as long as you don't use a 2024 version of Unity for your game.
The deprecation of Unity was never gonna be instantaneous despite the shitposting. Of course games are still made in Unity when some people have been working on their game for like half a decade and it would be dumb to switch now, especially with no guarantee that porting your game will even work on a different engine. Godot is catching up fast though, and more and more games are made in than before. In like 5 years Godot will likely over take Unity.
>In like 5 years Godot will likely over take Unity.
Juan will work hard and make that 10 years. He'll stay up all night denying merge requests if he has to.
hes somewhat right. Godot isnt NUunity. its its own thing. I like it better than unity for foss reasons and also not enabling moronic visual scripting nonprogramming, but these engine wars are fueled by youtube techdemo tutorialists and nodevs anyway
>these engine wars are fueled by youtube techdemo tutorialists and nodevs anyway
Pretty much, the amount of people who shill or attack an engine is insane for how little they know and most of them barely know what engine a game even runs on.
Godot has problems but they aren't any of the garbage you secondaries ever talk about, it's incredible how much gamedev discussion is dominated by completely clueless mongs that talk too much and listen too little.
Engines are pretty gay, where are my framework bros? >no fancy engine serving as a crutch and limiting options, can write the perfect copy of Pong for the nth time from scratch thanks to a perfect understanding of how games works under the hood >no need to argue with the devs on a shitty Discord to request a feature that never gets added, just make the feature yourself by downloading a library that does it for you >can't blame the engine for your own failure, you know the problem was the language all along
godot t is for troony, name one godot made game that ins't moronicly troony
meanwhile game maker 2 actually produces masterpieces even with the limited tools
stop using this garbage already
name ONE troony godot game
name ONE masterpiece Gamemaker game (actually don't, we already know which one you're going to name, if it's not that one it's probably going to be Spelunky)
>godot troony game
all of them, but if you want a specific one kamaeru >masterpiece game maker game >didnt even use hotline miami as the default example
go back to discord and stay there until you eventually suicide, moron.
has anyone even used godot open sourceness to its advantage? it's literally more limited than the open source ones. sounds like twitterinas just visited Ganker to ruin it once again and found this new world cool and got their favorite soi engine based on it. get a grip anons
I started a game in Godot and very quickly realized I was out of my depth of things I want to do vs ability to do them, so now Im doing the harvard cs50 course, 2 weeks in and already feel a lot more comfortable in how I can achieve what I want.
I didn't read, what a shame or congratulations, but Unity is literally years and millions ahead of Godot and therefore has a larger community and more content. However, those who switched from Unity to Godot were not because of their quality...
Unity fricking sucks but the reason it's so good is because if there's something you can't or refuse to do, you can just pay money for some solution via the asset store.
the reason unity got such a deserved bad rep for such a long time was its encouraging very poor programming. Shit like Slender where youve got a player, occasionally an enemy, and mostly static objects shouldnt have chugged like it did, but that experience is par for the course with most indie unity games, and spare me the "nuh uh this one game I like runs well" exceptions do not disprove the rule
ok but having a bad rep for PLAYING unity games is a lot different from having a bad rep USING unity to make games
Unity fricking sucks because it has a vested interest in not offering you good out of the box solutions to instead sell you assets for things other engines take for granted. You aren't getting a good deal out of buying core features, you're simply forced to due to their monetization scheme where you are the final customer rather than a developer.
I think for being a completely free-to-use engine, it offers a lot of standard core features, but the more specific your game is, the more solutions you will need, which I guess is the "price" of individuality
Unity's abysmal 3D performance and lack of optimization utilities has nothing to do with "poor programming". They don't even have auto-lod for models and occlusion culling barely works.
Unity fricking sucks because it has a vested interest in not offering you good out of the box solutions to instead sell you assets for things other engines take for granted. You aren't getting a good deal out of buying core features, you're simply forced to due to their monetization scheme where you are the final customer rather than a developer.
I'm a longtime godot-using dev and I have issues with the engine, but this entire video reads like someone who got into a fight with Juan and is extremely asshurt over it. Godot is shit for high-fidelity 3D games, yes, but this moron just acts like anybody who's not making a high-fidelity 3D game is a "hobbyist" and apparently not a real game dev. Those kinds of games are honestly a tiny minority in the indie world, and so they should be, because trying to handle that kind of project as a solo dev is moronic. Godot isn't perfect but it actually is great for the sorts of small games that most indies and solodevs should be making.
>shit for high fidelity games
im not convinced, I think entitled unitydevs who learned the bare minimum of some c# are asshurt that they cant 1:1 port their unity games over with a drag and drop process. It truly seems like unity morons saw the situation as such >unity is the only indie game engine >unity decides to deepdick its users >Juan and co: HEY GUYS I MADE UNITY2 BUT ITS OPEN SOURCE COME ON OVER[never happened] >they all jump ship >refuse to learn because they never really learned anything not contained within a youtube tutorial by a guy with 0 games under his belt >wtf this isnt unity at all!!!! IT DOESNT EVEN HAVE AN ASSET STORE!!!! explain yourself!!!!!
Road to Vostok looks real impressive and Im excited to see it as a full game.
john, youd be done with the game by now if you werent inventing a programming language that only you are going to use. That said you never miss so we'll see!!
The funniest part is that you are actually proud of it and think that's an argument in your favor.
I need to fav that link and repost it whenever someone ask if they should enginedev.
"See kids, if you don't use a good engine you will end up creating Nova-Life!" >"No grandpa, no! We will learn Unreal we swear, even Godot or Bevy, anything!"
>godot is not the new unity
who would've thought? i thought it's such a good substitute! seriously though, there's stuff like unreal engine why would you use unity
>and you can replace parts of the engine that you don't like.
That's my main problem when I tried to swap to Godot.
Whenever something is unfinished, under-performing or straight-up fricked, asking if there a fix planned is 99% answered with a "why would we fix it, just recode that part of engine".
Godotgays can't comprehend that most devs are looking for something that just fricking work.
If we wanted to spend time on making an engine we wouldn't bother picking an existing one in the first place.
I think that dissonance is why Godot failed to retain the Unity exodus. Being able to rewrite the engine isn't an actual perk to teams who use an engine specifically to get as much development time as possible out of the way and be able to focus on the game itself.
what are you doing that you believe requires an engine recode. I promise you theres a way forward that isnt taking everything apart and putting it back together again.
The syntax is just javascript but it's one of the most moronic, idiosyncratic, slow, buggy and limited languages in existence. GameMaker should get 100x the amount of shit Godot does but no one care about it enough.
It's very easy to learn GM for 2D games but there are some restrictions. Last time I used was 6 years ago and I stopped because there was no easy solution for getting around delta time.
Delta time makes physics objects time-dependent so objects don't move faster or slower unintentionally because of an FPS drop. The only practical solution to this was capping your game to either 30 or 60 FPS no matter what and if the persona's PC was too slow and there FPS dips below 30 then that can cause shit in the game to move slower then what you programmed them for and frick it up enough they basically need to restart the game.
It's not that big of a deal for 2D pixel games but it also means that the bottom 5% of people with potato PCs simply can't play the game if they can't run it at 30FPS. Every other engine has a solution to this GM, still doesn't which is why I moved to Unity then eventually Unreal.
Despite it's faults I'd still recommended Godot over GM for 2D games because they are basically the same in terms of performance except Godot is free and has a more active community and better resources online to learn quicker.
worst of all >the best JRPGs of all time were written in assembly or C, raw, with no engine to help them >indie devs cant even make games that match combat quality of DQ3 >supposed rpg fan devs make RPGs with long boring slushy sloppy combat with engines that do ALL the heavy lifting for them
>1999: dev teams of 5-10 people making medium-size games with no engine
2024: Single devs who need to do literally all graphics, music, progamming and writing by themselves need engines most of the time
Shocker.
His point isn't implementation, but creation. I can wing music, same w/ programming to an extent, but I got stuck when it came to even basic 3d (poly) modeling, and it's something I'll have to go back to because it's either that or sticking w/ drawn 2d (and that, too, unless you get free assets, you need to learn to draw, of which I'm in process of as well)
I couldn't even get blender to work, it doesn't even start loading in task manager for whatever reason (tried different versions, too). I'm gonna try Maya which seems more approachable than some alternatives I've tried.
> use blockbench
That looks a lot better than I expected, I'll check it out
3 months ago
Anonymous
yeah I use blender and blockbench for different things, but blender was giving me far too many tools and far too much control for low poly shit whereas Blockbench makes it very easy to kinda play with your blocks until they look like something you like.
3 months ago
Anonymous
Certainly seems that way from videos I've seen on it as I planned to give it a shot. I've seen some similar programs that focus on building things with blocks, I've been planning to look them up so this comes in handy. I like the aesthetic
What I mean is, every engine will allow a solo dev to create indie games.
Worrying about whether Godot uses the perfect system of node hierarchy or how GDScript compares to Unreal's Blueprints, is just preventing you from actually sitting down and developing, which you can do with any engine.
You're right tbh, there'll always be issues w/ any approach or engine, but ultimately over-focusing on it especially as indie just ends up wasting time
What I mean is, every engine will allow a solo dev to create indie games.
Worrying about whether Godot uses the perfect system of node hierarchy or how GDScript compares to Unreal's Blueprints, is just preventing you from actually sitting down and developing, which you can do with any engine.
Minecraft may have been started by Notch, but he got help from C418 in terms of music, and then Mojang staff helped with later updates. Undertale may have been started by Toby Fox, but he got help from Temmie in terms of sprites. A game being made by only one developer from start to finish is less common than you think.
why are people so angry about an open source tool? nobody hates on obs studio, libre office or blender to such a degree. it's probably the youtube algorithm rewarding this type of content, or some other form of payment is involved
its because game development attracts thousands of underachievers, who:
1- do not actually develop games
2- worry about which engine to use for months, like it even matters
3- quit after months of watching youtube videos instead of developing
These aren't images from online, they're my own code. This is what hobbydevving is and it's fricking FUN. GO ON GBlack folk AND REDDITORS. TELL ME ABOUT HOW IT'S NOT USING PROPER FOR AND HOW THE VARIABLES DON'T HAVE PROPER NAMES!
Nah you won me over, I like you now, whats your goal
3 months ago
Anonymous
I'm making Free Cities again because Free Cities is dead so I'm making one in a fantasy universe where you get Isekai'd to Hell and made a baron in charge of their forces because no one in Hell can get along. There's 4 factions you talk to to secure your troops, the first two screenshots where the battle script. The factions are: >Harrisiya (from Rossiya): Demons who just hit the industrial revolution. They're all Russian and all the hot demon girls smoke and are alcoholic >Exiled United Kingdom of Great Allia (Great Britain): Anglos, may God forgive for uttering that word. Elf/Human faction that are just pretentious British aristocracy and Victorian-Era Britain inspired. >Societe Magique des Arts Exiles (Fr*nch). French Wizards. They all drink wine, eat cheese and don't do anything but talk about art all day. >Grossegildederwissenschaftenundkunsteinderholle. German Rats, the skaven basically but they all speak German.
3 months ago
Anonymous
holy shit Im in love
3 months ago
Anonymous
BTW if your game or concept has to be explained using comparisons to other existing ones its shit. >its like victorian britain >its like the skaven
Be original.
3 months ago
Anonymous
that's moronic, by that logic every single video game needs to create a new genre or else it's unplayable
3 months ago
Anonymous
I like history, I like high-fantasy, I'm not creating art here, I'm creating a slave-rape simulator. I like going around CK2 with rapemods and capturing my fellow neighbouring Europeans, I like going around Skyrim and raping all the fantasy women. I've realised that I can't mindbreak Spaniards in Skyrim, nor can I mindbreak Elves in CK2 unless I use mods which frick over the culture mapmode and it unaesthetic. Ergo, there's a simple fix. Create a game were you can rape everyone, from real nationalities to fantasy creatures. I'm thinking of adding people I know in real life as side-characters but my brother knows about this game so he'll probably interrogate me on what the frick I'm doing and I don't want that conversation.
3 months ago
Anonymous
>if your game or concept has to be explained using comparisons to other existing ones
That's moronic on so many levels...
The entire point of an explanation is to get idea across in a way the others can understand.
How the frick do you want to explain a concept within the mediocre attention span of someone on the net without reducing your idea to comparison, fricking moron?
FPS being Space Invader but seen from inside didn't change the fact it was original.
Platformers being Pong but with gravity didn't change the fact it was original.
Please use comparison because it's practical to make people understand what you are idea without having to write a fricking essay every time.
Going into that direction, if your concept can be described with existing words, then it's not original either.
3 months ago
Anonymous
I like history, I like high-fantasy, I'm not creating art here, I'm creating a slave-rape simulator. I like going around CK2 with rapemods and capturing my fellow neighbouring Europeans, I like going around Skyrim and raping all the fantasy women. I've realised that I can't mindbreak Spaniards in Skyrim, nor can I mindbreak Elves in CK2 unless I use mods which frick over the culture mapmode and it unaesthetic. Ergo, there's a simple fix. Create a game were you can rape everyone, from real nationalities to fantasy creatures. I'm thinking of adding people I know in real life as side-characters but my brother knows about this game so he'll probably interrogate me on what the frick I'm doing and I don't want that conversation.
that's moronic, by that logic every single video game needs to create a new genre or else it's unplayable
read none of these posts, you blogposted for nothing nodev cuckies
post a finished game youvr made
3 months ago
Anonymous
>le epic shitposting for le win xDDD
have a nice day
The real redpill to coding is just to fricking do it, every moment you spend autistically researching your moronic game engines on what to pick and what language and all that other gay shit is time not spent coding. YOU WANT TO MAKE A GAME?! THEN JUST FRICKING DO IT! NO ONE FRICKING CARES WHAT ENGINE YOU USE AS LONG AS IT RUNS AS IT SHOULD!
3 months ago
Anonymous
Oh shid, I'm moronic and forgot to upload an image :(WPHRK
3 months ago
Anonymous
my game is a 3d wave survival shooter in an arena(not quite an arena shooter) with mechanics lifted from reelism 2. I chose Godot because in the far off chance I find any success I dont want to give away yet more money
3 months ago
Anonymous
I chose Godot for the same reason, mine is entirely text-based so I don't give a shit about muh assets or whatever like that. I can't do art anyway so it's not a loss. Worst comes to worst, I'll use ai to make pictures but things look better in my head so I don't like pictures.
3 months ago
Anonymous
What exactly are you using an engine for in a text based game? No seriously, people tend to use engines because they handle all the graphics and physics for you but clearly you don't need that.
3 months ago
Anonymous
Because I wrote down 6 things I could use to code it and it landed on Godot.
3 months ago
Anonymous
What I mean to say is that I rolled dice on it and it landed on Godot, I am very inebriated right now.
3 months ago
Anonymous
But why was godot when considered instead of Renpy, Twine, or RPG Maker?
3 months ago
Anonymous
Dice have 6 sides.
I forgot what the others where but Twine, RpG maker where considered. It just happened to land on this one.
3 months ago
Anonymous
Magnets, how do they work.
3 months ago
Anonymous
likely for fonts and images and not having to build every single system from the ground up you fricking moron. Take a single programming course please
3 months ago
Anonymous
>Take a single programming course please
Already did my 5 years in uni and been earning money to do it for the past 3. You don't need a fricking engine for a text adventure you mongoloid.
3 months ago
Anonymous
yeah okay grandpa, go back to playing vidya in your fricking terminal
3 months ago
Anonymous
You might have some legit moronation if you think terminals are complicated. Didn't you learn how to read when you were 5 or something? What's so hard about text on a screen?
3 months ago
Anonymous
its not that its complicated, its that weve moved beyond playing dogshit terminak games with ascii characters. Rimworld dethroned Dorfort and theres 0 reason to make terminal garbage games
[...]
These aren't images from online, they're my own code. This is what hobbydevving is and it's fricking FUN. GO ON GBlack folk AND REDDITORS. TELL ME ABOUT HOW IT'S NOT USING PROPER FOR AND HOW THE VARIABLES DON'T HAVE PROPER NAMES!
Yeah no shit lol
90% of the content on yt is tutorials on how to make fricking stairs and people praising each other for making a """player controller"" that can only walk and look
This is early 2000s browser game type shit
If you can make text sparkly you are the coolest kid in godot
the most cringe thing about indie devs in general is their reliance on tutorials, and this is especially true for unity devs
like they have 0 brains, completely lobotomized, and can't function without copying solutions from others
the ones that are obsessed with tutorials never actually ship games either
>engines physics handle stairs just fine >I optimized it!!!! character now moves up and down stairs at lightspeed and jump functionality is completely fricked
I hate that video so goddamn much
It's true that Godot Physics is unusably bad. Having two simple floating objects collide can tank the engine to 1 fps. Literally unusable if not for the existence of Jolt
NOOOOO WHY DONT THEY CARE ABOUT MY BILLION DOLLAR CORPORATION!!!!! PLEASE!!!! GODOT IS BAD!!!!!! HERE ILL EVEN LET YOU USE UNITY FOR FREE FOR 30 DAYS!!!! COME BACK!!!!
I'll use Unity >no no no, it's bloated
Okay I'll use Unreal >no no no, it's a heavyweight only for people being paid to mash keyboards
Okay... I'll use Gamemaker >lol, only 2 good games came from that pile of shit and that was BEFORE the sequel
Okay... Godot? >hahahahahHAHAHAHA
SFML? SDL? >if you're not writing your own operating system in assembly, you're nothing
???
Now THIS is the nodev non-answer, there are some that are objectively better than others. For example Unreal is easily the best game engine for 3D games
Godot seems like it has more transform hierarchy issues than even Unity does and the dumb workaround you have to do for multiple scripts being stored in the same node is annoying.
can't you just make a whole, larger script?
you can, but then the scripts are messy and not as reusable
>muh decoupling
>muh reusability
>muh best practices
those fricking memes are used by fricking hacks to complicate their lives for no reason.
edit your shit, duplicate it, make it redundant, copy paste it, who cares. having your code work should be the top priority
there's an entire army of schizos obsessed with CODE AESTHETICS AND EFFICIENCY, and every time devs pander to them entire languages end up getting ruined
>mfw using singletons every time I can
>mfw making all of my fields public because why make this shit private to complicate my life
I think people don't understand the difference between coding your game by yourself, and coding a game for a company. Half of the fricking rules don't apply.
>I think people don't understand ... coding
Yeah pretty much.
even in an industry setting, having your code being an unmanageable mess means that it's harder for the company to replace you.
the more you follow by the letter all the tidy little rules for good code, the easier it will be for your employer to hire a pajeet to do your job with ChatGPT and pay him a tenth of the salary
If you actually worked in tech you'd know where the "You get what you pay for" mindset comes from
>mfw making all of my fields public because why make this shit private to complicate my life
I've never understood private fields with getters and setters. Unless there are conditions to set the value, just make that shit public, if somebody fricks it up it's entirely their fault.
> most junior dev thing i've seen
Its documentation about the api of the class being used. If something is private, it signals intention of the original dev that being modified from outside is not handled properly.
those rules are for people that collaborate with others, like in an office
you make an API that tries to minimize frick ups and make it less likely you'll waste time in calls with the guy who fricked things up or his team
because maybe its entirely *their* fault, but at the end of the day it has to be fixed (probably by you after a long debugging session) because everyone is working on the same project
>edit your shit, duplicate it, make it redundant, copy paste it, who cares
lmao what a moron
>realise your script has a bug
>now you have to go and fix it in 50 different places cause you used that code for 50 different things
good job moron, thats why your game will never release, cause you don't know how to code properly
i WILL fix everyone of them one by one, and i WILL be happy.
cris is unironically better than me, he ""completed"" several games by now
Shut up cris
hey yandere dev
I see you still haven't killed yourself
in godot the only struct type is the class, and you need to make a new file for each file, so you cant dump a bunch of things in a file
then scripts are assigned to nodes and they run on each update
iirc if you want globals you need to define them somewhere in a gui(?)
so its kind of a pain in the ass to program in godot unless you follow oop guidelines
you can make a script extend resource then add it as a variable inside another
its annoying and unintuitive but until there are proper exposeable structs thats the best you'll get
and its a terrible way to work
every language has "singletons" whats your point
Godot has singletons
I have never done a project: The Post
hobbydevving right now
More like: The thread
Yep, this guy's releasing demos as full price early access and making bank while others are arguing about which engine to use
You're so fricking moronic. Sure, SOLID principles and shit can be overstated, but you obviously need to be able to *expand your fricking code base* beyond a little demo, homosexual
they hated him because he told the truth
Composition Design patterns have more Reusability and scale better.
Why make a whole new scrip for every combination of possible behaviors from an object when you can instead create simple function scripts you can stack onto an entity to get all matter of distinct functionalities? It's also more fun to build it that way.
How is that different from a state machine/chart?
State machines deal with interactions and events, composition programming is basically the product of refactoring scripts that do too many things and wanting more modular scripts.
Ah
Maybe you like everything being in a single huge bloated script with a million booleans.
If you're making a state machine, you should be making separate class files for each state.
>being stored in the same node is annoying.
just make subnodes...
Except Unity is the one of the few engines that does this and has worse performance for it. Godot, Stride, even Unreal Engine use this architecture and there's a reason for it. Multiple scripts on a single entity is just bad design regardless of performance, and if you can't understand a simple concept like separation of concerns then you're ngmi.
why in the ever loving frick would you ever want multiple scripts in one node
actual no brain no dev shit
these gays want to compartmentalize everything
I think the idea is that like....hypothetically, you could have something like 1-3 functions in a script, and port that over to other things with like a drag and drop style functionality....I dont get it, id sooner just dive into the script that im borriwing functions snd code from, and give er the ole Ctrl C ctrl V technique while also double triple quadruple checking to make sure everything looks and acts right, but......Unitydevs are fricking moronic queers who refuse to learn basic programming
homies learn to use static funcs and class hierarchies, if you want a trait-like system then use Resources or subnodes.
hey bud Im totally on your side here. The way Godot atomizes everything so you can technically and even practically give everything its own behaviors and characteristics to a near atomic level makes perfect sense to me. Even the thought logistically of like 2 simultaneous scripts on one node/object makes my eyes spin and wonder what the frick the computer is even looking at.
Because Unity conditioned a lot of newbie devs into thinking it's the best way to compose objects so you get absolute nightmare shit like a single GameObject with 30 scripts attached to it, and Unity tutorials actually encourage this behavior.
lololol
Whenever I look into Godot, the whole situation is fricking embarrassing. The latest version doesn't even support extremely basic features, and somehow the devs are thinking this is acceptable. They keep everyone waiting for Godot to become good but that never comes. The engine has been out for 10 years.
Freetards keep breaking compatibility, removing features, and just fricking things up, and they justify this with muh philosophy. They try to gaslight you into thinking YOU are the idiot, you just don't understand, who are you even to talk about this when devs work FOR FREE so that YOU can have this AWESOME PRODUCT. Why don't you get off you are high horse and start contributing, sweaty?
Oh, you fixed something? NOOOOOOOOOOOOOOOOOOOO YOU CANA'T DO THAT THIS IS NOT HOW WE DO THINGS AROUND HERE STOP BEING AGGRESSIVE AND FOLLOW THE RULES CLOSING THIS THREAD DON'T AT ME
>YOU CANA'T DO THAT THIS IS NOT HOW WE DO THINGS AROUND HERE STOP
Just fork it, moron.
you'd have to rewrite the whole thing for it to stop sucking
if you have the ability to fix it and the devs reject it, just make your own fork and if its good people will eventually use it over the main thing, which might force the devs to reconsider/compete
>muh just fork it
It practically never happens in real life. It only works when you maintain your entire program and it's better than the original version, so practically never when it comes to complex programs. You don't have the capacity to maintain Godot yourself, and your branch is becoming outdated in a few days and incompatible in a few weeks.
>It practically never happens in real life
>You don't have the capacity to maintain Godot
Remember that these people exist when you doubt yourself.
>and your branch is becoming outdated in a few days and incompatible in a few weeks.
Just fork it again ?
Have fun being a Godot janny, that will sure help you develop a game
Ok then just make your game with the initial fork? Using the latest version isn't mandatory, is it?
These people cannot help themselves from moving goalposts. It's what they've been doing all thread.
>>if you have the ability to fix it and the devs reject it, just make your own fork
lol im not gonna maintain a fork of godot, thats way too much fricking work
>if its good people will eventually use it over the main thing
not if juan is against it
>which might force the devs to reconsider/compete
will never happen
>YOU CANA'T DO THAT THIS IS NOT HOW WE DO THINGS AROUND HERE
The entire thing is LITERALLY open source software you fricking LARPer, nobody can or will stop you for making your own fork, which you can't do anyway because you lack the actual expertise on top of being a LARPer
>They keep everyone waiting for Godot
Frick you carlos
>The latest version doesn't even support extremely basic features
Such as?
nta but the skeletal animation system is extremely half-baked at the moment.
Last I checked there is not even good IK support. There used to be better support but they removed it for 4.0
(I'm still developing a game with it though, and I haven't found anything in 4.0 that prevented me from at least writing whatever feature I need for myself)
Im not defending that choice, but the thought process of making a model, ostensibly with a program that has tools to animate said model, exporting it to godot, and THEN animating it in godot vexes me a little bit
Realtime IK (and FK) are fundamental animation tools, decades-old standard engine features.
You of course don't animate in Godot, but if you want to set it up so that the player's feet will match the terrain height, or add dynamic secondary motion (jiggle physics etc.) you can't just pre- bake that in blender
>hes trying to add jiggle physics
PERVERT! PERVERT! KILL THIS MAN!!!!!
Web export
?
https://godotengine.org/article/dev-snapshot-godot-4-3-dev-3/
>Single-threaded web exports (which simplifies the distribution of Godot 4 web games and apps).
They literally say the audio is fricked lol. Also it never supported C# for web exports in 4, I suppose that hasn't changed. Into the trash it goes.
keep fighting the good fight sister
this will surely kill godot any day now
soo...no games? maybe in 2 more years
I will NOT use your corporate, paid, closed source engine, you troony
yes goyim use instead the "open source" corporate engine and dont forget those console ports
I mean... yeah.
Tried Godot for a month, and having to deal with the community's moronic mindset when it come to functionality and performance was a bigger pain than having to deal with Iron Source's turboshlomo shenanigans.
Unity is shit, but Godot somehow managed to be significantly worse.
Watching these gays who are basically script kiddies calling themselves game devs is so funny to me
good, frick unity
>games will get slow as they grow! no! i will not provide examples!
>look at this tweet from 5 years ago! btw i will not go into details! btw the dev apologized and fixed everything anyway!
>being open source is not an argument because i don't want to contribute!
>they hired a transphobe!
oh my
>they hired a transphobe!
this I could care less about
its actually funny because godot is pro troony and permanently put rainbow colors in their discord logo
however the engine is total shit
>btw the dev apologized and fixed everything anyway!
no godot is nowhere near "fixed"
it still has not improved in performance much from godot 4, and it still sucks compared to real engines
did the godot devs fix this yet?
https://sampruden.github.io/posts/godot-is-not-the-new-unity/
how many games has sam pruden made? also why the frick do you need 7000 raycasts per frame? stg unity and unreal enable the sloppiest coders imaginable.
We're not in the 90s anymore, raycasts should be cheap for a modern CPU.
being sloppy isnt excusable sam. Also why does your gitblog only have the one post all these months later, seems like youre just astroturfing for unity
>0 google results
>0 youtube results
>0 real github entries
>0 linkedin profiles
>0 game credits
>propped up as some form of authority figure because "I DONT LIKE GODOT"
How am I supposed to make a 2d pixel rpg about depression now!! Guess ill just bend over and let unity buttfrick me because this nonperson says so
Writing one contentious article gives you a much bigger voice than silently spending years making and releasing a successful game because the internet is purely driven by drama queens and nothing else.
yeah I guess. Juan is real forgiving and offers solutions but the initial blog is basically "I treated godot like unity and it didnt respond like unity,what the frick!?!?" as if Godot was purpose built to be Unity-lite or something.
The discord server is not official, tthe developers have nothing to do with that cesspoll
>the discord
what a troon ride, I post this in every godot thread, still making the game btw
>making space station silicon valley type game
>basically looking for help on the discord with a mechanic similar to mario odysseys cappy, but would require stunning/beating an enemy first
>troony offers advice in a message
>go into voice channel
>troony begins giving me advice to make a Kameo mechanic where your abilities are hotswap on a dpad
>tell them I dont want that
>they begin shaming my idea and saying theirs is better
>thank them for their time but explain that my vision isnt the same as theirs
>"WELL WHY DID YOU EVEN ASK FOR HELP IF YOU DIDNT WANT IT"
that place is psychotic
It is dogshit, im the asmin of the south american discord server, and it is way better, no degenraye shit
They don't comprehend "I write the code I control the vision"
Because they're used to AAA where that isn't the case.
>gets what he asked for
>nuh uh, this is not exactly what I want, I want it to work in my game exactly the way I want
Bitch
the structure was and is so different you have no idea nodev b***h
skill issue
not anymore its not, troony. Ive got a working game mechanic and youve got a few more days til the dark thoughts take you away
>mad for no reason
Asking for advice should purely be regarded as a rubber duck exercise so you can come up with a solution yourself, I've come to realize that I'm simply far better and knowledgeable than everyone around me.
>a rubber duck exercise
Neat, I didn't know there was an actual term for it. I do that a lot when I'm stuck on something but I just write it out in a text document like an imaginary post.
> I've come to realize that I'm simply far better and knowledgeable than everyone around me.
I mean when it comes to developing your own game you'd better be more knowledgeable than the people not involved at all.
i dont wanna watch the goyslop vid, are you saying the godot team has a transphobe on it? if so, amazing. i love godot even more now
Does Unity have a cute mascot?
Yeah, that's what I though.
Pretty bad, doesn't even appeal to the Uoooh crowd
That design appeals to me.
I think the Unity mascot is also some anime girl (the blond one there).
unity chan is better than godette. im sorry
That's just Amanozako (And that's a good thing)
Yeah, definitely not using your engine. If worse comes to worse I’m going back to AgentCubes.
LMAO
"Not all games need physics, so it's not important"
?t=610
that's pretty much the standard response when you highlight how shit the engine is at everything
"the performance is bad"
"W-WHY DO YOU NEED PERFORMANCE FOR!?"
"these raycasts are really slow, you can only do 10 per frame"
"W-WHY DO YOU NEED TO DO 11 RAYCASTS PER FRAME HUH?!"
frick off abra, stop shilling for viewers
nah, I just love trashing godot, more of you need to realise what a garbage engine it is so you dont waste time in it
this homosexual ruins his own video by crying about the dumb vatnik saying Black person 10 years ago
yeah but all the other points are valid
he spends 99% of the time seething about the vatnik instead of the actual issues the garbage engine has, talk about giving a bad image to "godot haters"
>instead of the actual issues the garbage engine has
he does if you make it past the first 5mins
i watched the entire video
i thought he'd shut the frick up about yuri after the first 15 minutes but no he kept seething about him
The fact that he'd bring up saying Black person 10 years ago immediately makes everything else irrelephant
You're clearly viewing it wrong. Use case unclear, notabug, wontfix.
that's gnome, not linux
ebussy is especially moronic and no one uses gnome anymore
>akshually i-i-i-it's muh guhnome, not muh ganoo plus troonix
The entire open source ecosystem is plagued by the same mindset, this is the same thing that's going on in Godot as well. It's just stronger in some circles than in others (Gnome is among the worst ones).
Weird, I use Linux with KDE Plasma and encounter none of these issues related to developer mindset.
Nobody with a brain uses gnome, it's run by incompetent egomaniacs like ebussy as seen in your picture. Thankfully there are other options on Linux.
>>that's pretty much the standard response when you highlight how shit the engine is at everything
Yeah that's pretty much what my experience with the userbase has been like. It's like a cult, they just fall back on the same bullshit phrases whenever you criticize the engine. One time someone parroted that "hurrr durrr you're not gonna release any games on consoles anyway", he stopped responding once I showed him the console games I worked on.
It probably doesn't help Godot is pretty much a hobbyist engine. Most users don't need better performance or proper console support or 3D mapping tools because they're not ever gonna need them for their own projects, so why would *you*? If nothing else, this "why would you need X" mentality is the biggest factor in preventing Godot from becoming a more adapted engine.
My godot game is already running in the swotch, no idea why your wxhizow cant do something so simple
The ironic part is that you're the one parroting dumb shit without the slightest bit of self-awareness.
>he's transphobic and racist!
stopped watching there and gave a dislike
based srbin
Waiting for Godot to get good.
>hired a guy known for bullying people on discord, being tranphobic and racist
I will now use your engine.
Don't care
Still developing Super Mario 64 2 on Godot
lol this guy is moronic, he changed his channel name when people found out he had no idea what he was doing
not saying godot is good, but this frick is incompetent
im gonna be real with you
when unity did their licensing shit i moved to godot and havent looked back
same
>"godot has a problem with re-inventing the wheel"
>"now you have to use a 3rd party add-on (jolt), isn't that so lame?"
well which is it, moron? do you want them to re-invent the wheel in-house or allow third-party add-ons?
also this guy is fricking ESL
>godot keeps reinventing shit that doesn't need to be reinvented
>but their default physics are so garbage that you need a third party addon
those two dont contradict each other moron
lmao is he actually advocating for not hiring people because they're rude or racist/transphobic?
literally the best devs in tech are those things
>literally the best devs in tech are those things
yuri was probably the best coder they had so they protected him at all costs even though their discord and engine are ultra gay
Alright, so I can't use Godot either.
What C# engine can I use then?
>C#
There's your first mistake, buddy.
If you want to make a game, you either do everything from the ground up with C and SDL, or use some WEB 3.0 JS-tier nonsense for total brainlets.
A ton of people have made games using pre-built engines, so I don't think "building everything from the ground up" is the only option.
>If you want to make a game, you either do everything from the ground up with C and SDL, or use some WEB 3.0 JS-tier nonsense for total brainlets.
The absolute state of the Ganker crab
why C#? it's literally a jeet lang
C+SDL is basically easy-mode if you're making a 2D game
it only gets complicated when you go 3D and start writing a 3D renderer. Otherwise SDL provides everything you need for a game, is portable, and works with basically every controller out of the box
If you enjoy reinventing the wheel, have fun, but writing your own engine doesn't have much to do with game development, and it doesn't make a game better in any way. Suggesting people unironically do this when they simply want to make a game is ostentatious shitposting.
the only difference between SDL and a pre-made engine is that you have to write a main-loop instead of using a pre-made main-loop
it is moronicly simple
Bro, your tools?
2D level editors like tiled are ubiquitous, you can stuff any meta data you want in there to link back to your engine's internals
I don't want to reinvent the wheel as
puts it. Is there libraries that do all the heavy lifting?
Like I write my main function, and class files and Use OpenGl or something as my renderer. But I add libraries following?
Something like:
#include 3D viewport
#include physics
#include raycasts
#include collisions
#include fbx animation manager
#include animation blending
#include etc
C# is a great language, fite me.
It's got the observer pattern, factory pattern, and the strategy pattern right out of the box so I can write clean code without any boilerplate.
No header files, headers just makes writing large swaths of code a pain.
Everybody writes libraries for it, and if a library is in C++ you can convert it to C# in under an hour.
Microsoft is dumping billions of dollars into the compiler to make it faster. It's one of the few languages you can say gets faster every year.
It's just more readable.
>why C#? it's literally a jeet lang
What is this supposed to mean?
>to make a pie, you must first create the universe
Nah frick off with this mentality, if you want to start from scratch go ahead but some of us want to finish a game in our lifetime.
I don't think there's a C# game engine anymore.
Time to use GameMaker, at least the syntax of that language is similar to C#, unlike special snowflake languages like godot script or lua
>GameMaker
ngmi
Stride 4.2 is out
Redpill me on stride.
Anyone try it?
I used it recently on a prototype project. I loved it, far more than Unity. I'm a C# dev for work, so having a nice simple engine that doesn't require a weird ass interop or whatever is nice; just make a .csproj file, import the stride nugets, and you're ready. The engine API is really clean and works as you would expect. Provides pretty nice ECS api as well, but you don't need to use it.
Has a small community of devs on discord; some making games, some working on engine. Development on engine is pretty slow, but at least its open source. Its missing a few features I would like (decals being one) but i'm not a graphics dev so I can't help too much.
Tried it. It was unstable, even crashed on changing the layout(tested with multiple users). IIRC, its viewport bugs out when you change the viewport pane layout to certain ones. Editor doesn't seem super customizable either. Coding conventions are weird with the cases, and the lack of `this`. On the other hand, supports C# 12 and .NET 8, so already miles better than Unity.
It's good, but still needs time to cook.
Godot's pretty good so far. Hierarchical structure can be a little weird, but fine otherwise. Far better than Unity's -- everything follows a consistent structure. Editor's great, other than the forced GUI on the bottom. Nice theme support. I like the recursive node editor thing as well. Docs don't all have C# examples. Attaching a script to a node changes the node's type to that script's type, which is pretty peculiar. Has C# 12 and .NET 8 support, albeit it seems sorta sloppy considering how they basically dump the .NET binary folder in the build folder. It's still pretty free form though, also allows you to control the main loop. Networking isn't featureful -- doesn't have snapshots, prediction, rollback, etc.
Also Godot's not that great for interactive prototyping either, since the editor gizmo updates aren't passed in real-time to the build(which is a separate window). Sometimes the mouse drag controls for numbers go wack, where the scale of numerical changes is way too huge with tiny movements.
That said, still pretty good. Input system isn't bad either.
I can't help you with the build running in a separate window but if you want to mess with your nodes when prototyping enable "Deploy with Remote Debug" and switch to "Remote" in the Scene tab and your node values should start synching with your gameplay and vise versa.
Thanks, but unless I misunderstood your solution, I think I poorly conveyed the problem -- the gizmo updates are passed to the build, but they aren't passed as you move the gizmos. You have "commit" your changes by leaving input(i.e, LMB) before they appear in the build. Dragging the editor values on the other hand are passed in real-time.
>are passed in real-time
passes them in real-time*
Use Stride3d. Just got to v4.2 with .net8 support.
Unity.
But Godot and Unity are both good.
Just fricking use Unity like a normal person. Stride was heavily shilled during the most recent time Unity shit the bed but its only claim to fame is that "it's just like Unity". Difference being, Unity has all the tutorials plus a ton of games under its belt. Stride doesn't.
Most Unity devs complaining about Godot are the ones that couldnt even switch to any other engine because they just arent good programmers to begin with.
Why do nodevs have engine wars? get a life(or better yet, a game).
Unity struggles with a lot of things, it's not really a good engine for serious projects. You can see how Tarkov is. Genshin Impact works, because there's not much to work with in terms of physics objects and graphic fidelity isn't high. And this has everything to do with how Unity is structured. Unity is great for mobile or multi platform games, but it's optimized horribly and is a bad idea to use for a huge scale commercial project. Again, see all the technical issues with Tarkov, for an example.
>it's not really a good engine for serious projects
>these insanely successful games (including the highest grossing game on the planet) don't count because...
Lots of insanely successful games were made with game maker studio too.
unitysisters, our response?
>frog poster
>is moronic
It checks. Also, this isn't a popularity contest. We're talking about the technical aspects of the games and engines. All of the majorly popular games made on Unity are quite simplistic in their nature and can be made on other engines, including Godot. The one thing Unity really has over those engines and why it became popular to begin with, is ease of porting games across multiple platforms. You can create a single project and set it up to work both on mobile and PC simultaneously. Of course that comes at the cost of the engine being an unoptimized mess. Also, let's not forget that for the longest time Unity had the reputation of being a shit engine just for the fact that a bunch of low effort shit was being made on Unity. See Steam Greenlight and the amount of shit that was put on there that was made on Unity.
t. used to work for a studio and worked with Unity back in 2013 - 2014
Another hidden significant benefit is that unity games are trivially decompilable (thanks c#) so modding communities skyrocket and make mid games much better (see RimWorld)
>reading frogposters
>replying to frogposters
You don't have them auto-filtered already?
Train you brain to skip their post on sight, they have absolutely NOTHING interesting to say.
>All of the majorly popular games made on Unity are quite simplistic in their nature and can be made on other engines, including Godot
Don't talk about shit you know nothing about.
Name 20 Unity games in the past 10 years that you honest to God could not make in Godot or any other engine capable of 2D and 3D.
>the engine being an unoptimized mess
>All of the majorly popular games made on Unity are quite simplistic in their nature
If the game is playable and fun, performance doesn't matter. Of course, it could be better, but you want to make good games, not tech demos. I understand Unity struggles with things and it's not the best for everything, but it's proven itself more than capable for "serious work" in my book.
And I don't know what counts as simplistic to you, but if you want to make AAA looking slop, you can always use Unreal Engine.
>ease of porting games across multiple platforms
This is a crucial advantage. All modern game engines should have this in 2k24.
>Unity had the reputation of being a shit engine just for the fact that a bunch of low effort shit was being made on Unity
That goes for RPG Maker and Game Maker too, both of which have great games.
1) 2014 was ten fricking years ago. Do you realize that's an entire decade of optimizations you missed out on?
2) Godot's performance is trash because it's completely unoptimized. Not even kidding, Juan has gone on record multiple times that he does not care at all to optimize his engine, and it only happens once in a blue moon he will accept a request to do so (though the process has been known to be like pulling teeth). The only reason this isn't used more as a gotcha against Godot like it is with Unity is because Godot's userbase is by and large hobbyist devs who make prototypes and miniscule games. Why do you think professional studios haven't adopted it while they have with Unity? It's because even a simple Monkey Ball clone written in Godot would blow up console hardware.
>including the highest grossing game on the planet
Which is?
CSGO is source (now source 2)
minecraft is JAVA with bedrock done largely custom in C++
not sure what dungeon fighter online is doing but it's definitely not unity
I forget the name of that shooter chinks like but I doubt that's unity either
It's Genshin
No fricking way Genshin makes more than CSGO
its been the top highest grossing game worldwide since it came out
csgo is like 90% russians playing for free
csgo is constantly at the top of the steam revenue charts
Why do you think every corporate leech wants more gachas?
The frick are you talking about you moron? Tarkov's issues stem from incompetent devs (evidenced by all the client-authoritative networking) that likely front-load every asset & don't effectively chunk their large playspaces, what the frick do you think unity is doing to drag it down?
https://forum.unity.com/threads/multi-threaded-operation-in-unity-is-28-times-slower-than-normal-c-program.710408/
Unity is built on principle of stacking shit on top of other shit, converting it all to other shit and then expecting it to run. The more layers of shit you add, the slower the climb up that shit hill will be.
You are supposed to use the Boost compiler and the Jobs system for multi-threaded shit
Burst** compiler. Looking the post seems the guy did a print to console that's obviously a non-parallel operation that's probably blocking the threads. Also
>2019
You mean burst compiler? I doubt that it will run as smooth as running code natively either way.
>I doubt that it will run as smooth as running code natively either way.
It will be very close to native, much better than losing your sanity trying to do parallel shit in a memory-unsafe language (that's assuming you know how to code, .NET have a lot of optimizations most C++ programmers won't do that actually make it run faster)
I didn't watch the whole thing, but it sounds like the dude is just grinding his axe and trying to extrapolate it into a whole, hyperbolic rage bait video
meh
he's done this before, every time he gets called out on it he abandons his channel or changes the channel name
basically he has autism, claims to have worked in games before (but never shows proof), and is a drama addict
the few times he does post technical content, he does shit in the most unoptimized way because he's a moron. So instead he just sits around looking at drama and sucks the wieners of people way more competent than he is like vblanco
>boycott larp was in fact a larp after all
many such cases
>muh discord drama
What a moron
At least Godot is not a literal spyware disguising as a game engine
https://spyware.neocities.org/articles/unity
The fact that Godot still does not have a stencil buffer to this day is unacceptable. It's a standard technique used in games 20+ years ago and to this day.
My project uses stencils and I would have considered porting to Godot and not Unreal had they bothered or just let us use Glsl.
Menwhile learning Unreal Shaders is fun. I recommend checking out Prismaticadev
the sprites also lack default pivots which every other 2d engine has, you either make every sprite have the same dimensions (wasting a lot of space) or manually change the pivot per frame per animation
I will use goDONT when a good game is made on it (suicide squad is shit btw)
>doesn't come with a feature
>google it
>different language
>translate it
>now your game has the feature
Wew so hard, I thought you guys were devs.
some of us have jobs and/or social lives anon
Then focus on your job and social life, apparently developing games isn't important for you, why do you even care.
I want to develop games in my free time, not work on engines
You want to arrange models in a prebuilt gameplay shell, you are pretending to develop, good for you I guess, everyone needs a hobby
And before you start with your inferiority complex, like digital painters are not graphics developers, they simply use the tools someone else developed, same here.
Does having to spend years working on your engine make you feel that much of a winner?
>he uses pre-built compilers
You didn't write your engine.
Exactly, I am not an engine developer, I am a games developer.
Winner, no, let's just use words properly, I enjoy developing gameplay, graphics, the entire thing, rearranging stuff is not for me, I'll leave that to AAA and kids.
>rearranging stuff is not for me, I'll leave that to AAA and kids.
Alright you think that, I'll be finishing 5 games in the time it took you to make one. I'm sure all that effort was worth it.
Good? I don't want to finish games to flood the market, I don't see how that is a good reason.
>godot isn't the new unity because if you want certain features you have to use addons just like unity
>Also the dev team and discord is full of racist homophobic chuds
Wow. Another nothing burger.
Godot is a shit engine with glaring flaws, but this homosexual makes no argument. He's too moronic to even point out a single flaw
Godot is growth. Unity is stagnation. Unity peaked in 2018. Godot will be the next Blender.
>The guy in charge of hiring is transphobic and racist?
>Excellent, I will be developing my game in Godot.
>have one chance at making it right
>"I'll do everything to make it as easy and quick as possible"
why are you so mad some people use engines
>mad
lol no
"Make" 10 games, release them and make money, that's all you want, that's all you'll get
Godot is dogshit and the node system is the most moronic fricking thing anyone has ever thought of. If you ever want to make anything more than a fricking platformer you're going to need to either rip it all out and implement your own class/ecs/whatever system, or at the least rely on their dogshit "physics/render servers" because the node's innate support for basic systems don't fricking work, and none of this is to mention the cancerous workflow this piece of shit setup forces on you.
>If you ever want to make anything more than a fricking platformer you're going to need to either rip it all out and implement your own class/ecs/whatever system
if you don't do this for every project regardless of engine then you're already ngmi
shut up you fricking homosexual
Godot is perfect, minus a few details, which are often ironed out.
>t. making a 3D procgen open world game that runs at 120 fps when dealing with stuff I gave the minimum effort to optimize.
It seems to me like most of the complaints with Godot come down to "If you don't want to program, it's really hard to make games in"
It's the opposite, if you're no good at programming it's pretty easy to get started in. It's just lacking in features and not performant. That's fine for a beginner's engine but I wouldn't use it for something more complex like a 3D game.
I think if you're making a 3D game you kinda need to use Unreal by default
What's the most impressive 3D game made in Godot anyway?
>>I think if you're making a 3D game you kinda need to use Unreal by default
If you aren't make a photo realistic game you might as well go with Unity instead tbqh.
>What's the most impressive 3D game made in Godot anyway
Cruelty Squad
>godot is good for beginners because it has no documentation
>the other engines with automatic addons and endless templates and examples, that's for pros like me
lol
Remember when godot gays thought unity devs would come running to their engine and fix everything last year?
Eh, I've seen enough good looking games made in Godot so I'm not really bothered by some dude making a video saying otherwise.
It will only improve over time and being honest it doesn't need to do everything Unity does because Unity is a bloated POS just like Unreal.
>noooo you can't use unity
>noooo you can't use godot
>noooo stop learning C#
ok then what do I do
Ok listern homosexual here is what you do
>code your own linux distro
>create your own custom keyboard and mouse
>encrypt your hard drive 10 times over
>create your own programming language
>code your own engine
>create one level of your game before giving up
now go
It's not just management that's fricked over at Unity. The entire URP and ECS team quit at Unity. How the hell do you even replace an entire team maintaining the core functionality?
>The entire URP and ECS team quit at Unity
what? source?
https://twitter.com/gekido/status/1753107847230152820
https://forum.unity.com/threads/urp-team-quit-laid-off.1543922/
oh wow
thats a pretty big deal and may force me to switch engines
I guess some guys from the HDRP team will have to cover til they get enough capable replacements (could be years)
wonder what the URP/ECS people will do next
stuff like this just makes me want to make my own engine from scratch that doesn't suck
>stuff like this just makes me want to make my own engine from scratch that doesn't suck
If you can afford some free time every day and have the motivation, you're probably better off doing that. Of course it also depends on how complex of an engine/game you want to build. But if you want to make something that's reasonable within a one man project, then you're definitely better off doing that in the long run.
Good. ECS was always shit and never got anywhere in all these years. Also all these pipelines were a mess. It's time Unity removes the bloat
>rant about godot
>game based on source engine runs in the background
Uhm okay?
He would have used a game made with Godot, if there was one.
The vast majority of 2D games were made "with their own engine," so code monkeys shitting on SDL always look very silly when they say that.
Using SDL is probably 10% more complicated for a 2D game, and much of that is covered by a simple tutorial you can do in a day.
In exchange you get a (potentially) efficient project that you know every inch of, which can save more time on the back half than you lose on the front half.
I'll readily admit that I've never made an extremely complicated game with just C and SDL, but maybe ask yourself why you want to be making an extremely complicated game in the first place before trying a solo project in fricking Unreal.
>2D
if your game doesn't use polygons, it's not a real game
>if your game doesn't use polygons, it's not a real game
lol
good news, in current year nobody actually blits bitmaps on the screen, it's all polygons in 2d
>le my own engine
People who try to make their own engine for a game suffer a massive dunning-kruger syndrome. Enjoy your development hell buddy
>dunning kruger
I actually made a barebones engine before, so it's not a factor of not being able to do it
it's just time consuming, which is why I switched to regular engines
but with the amount of headaches I've had dealing with unity/unreal/godot, it may have been better if I just kept working on my engine
>I actually made a barebones engine before, so it's not a factor of not being able to do it
>it's just time consuming, which is why I switched to regular engines
Not being able to do it on time is just not being able to do it period, as no one have infinite time, that's my point. Unreal to me have given me the least headaches you just have to learn "the unreal way (tm)"
>given me the least headaches you just have to learn
Wow, riveting stuff.
>Not being able to do it on time
I would have gotten further if I just stuck to my engine, and I wouldn't have to be held hostage to engine performance limitations
my engine was extremely fast
>I'm a game developer and I've released commercial games!
Yet, instead of using footage from those games or you working on them, you used low-effort Apex Legends footage.
- https://store.steampowered.com/app/2307660/Moving_In/
- https://store.steampowered.com/app/1845050/Mirrorama/
>Godot is slow at dealing with high quality assets
No real examples given, even some anecdote from those games you developed would've been sufficient.
>Godot is not 'community driven' because Juan is salty someone came in with an issue report and some example of alleged performance improvements
You can ALWAYS come up with cases that make your performance improvements look good and ignore edge cases. The fact that he can't explain them in any meaningful way beyond screencaps shows this isn't someone to be trusted when talking about 'engines at scale'
>Godot ditching Bullet and rolling their own implementation was a bad idea! They should just implement the Jolt engine that everyone uses with a plugin!
My understanding is that the Bullet developer(s) were not responding to feedback. In development , sometimes you try things that don't work. This is fine.
>Godot is like le Unity because you have to use plugins!
Nothing is wrong with being extensible.
>What do you mean I have to make edits to an engine! I don't have time for that!
Pure cope from someone who isn't a real game developer(hobbyist). No engine will be perfect except the one you write, so, if you adopt an engine, you adopt it's bloat as well.
>Blah blah blah, discord drama, twitter screen shots
Who cares?
>Juan is still payed money by Godot even though he doesn't work there
The screen cap literally says a 'symbolic amount'. It could be $1 it could be a million, but he doesn't mention that.
In short: Go back to your hobby and leave us alone.
>No real examples given, even some anecdote from those games you developed would've been sufficient.
lol try it yourself
but I know you have no high quality assets to use because you're a NODEV
>You can ALWAYS come up with cases that make your performance improvements look good and ignore edge cases
what a load of shit
juan has ignored and turned down nearly every attempt at performance optimisation
the dude doesn't understand how code actually is executed on hardware, so he does everything the slowest way with the stupidest data structures and calls DOD a fad
the whole engine is amateur hour, which is why amateur performance is not surprising
>high quality assets
lmao Abra is such a cuck, THIS is the great game he worked on? what a brain-dead ESL homosexual. Imagine having a game dev channel where you dev nothing and 90% of your footage is from Apex Legends. Dishonest frick
those were made with godot and thats pretty much all godot is capable of
Here are some articles about Godot from actual game developers who've made actual money from their games
I'd encourage anyone interested in Godot to read either of these and ignore Youtube Drama.
https://godotengine.org/article/godot-showcase-cassette-beasts/
Open-source
>Engine code is often optimised to be fast enough in the most common cases, at the expense of poor performance in highly specific cases. Cassette Beasts actually hit several of those poor-performance cases in Godot, and I had to patch engine code in a few places to claw back a few frames. However, I think that this is a strength of Godot. No code can be perfectly optimised for every case. Optimising for better general performance in the most common cases, while allowing game developers to customise the engine for weird cases, is exactly what engine developers should be doing.
https://caseyyano.com/on-evaluating-godot-b35ea86e8cf4
C# Support
>Maybe you can’t access certain APIs in C#. Perhaps it’s a pain to find objects in your scene. Maybe it’s always updating or unstable when compiling. Maybe the workflow is bad, forcing us to compile scripts for 10 seconds each time we alt-tab from IDE to the Godot editor. These were some of my irrational fears when the GDScript evangelists started appearing during the C# talk.
>Moving on, I was pleasantly surprised by the C# integration. The setup to use my IDE of choice (JetBrains Rider btw) was easy. Autocomplete works great and the game could be run from the IDE by default. Also, switching to Godot and running the game was fast. I mean really really fast. The 5–10 second “Compiling Scripts…” popup in Unity always haunted my dreams.
you literally can't use c# for cross platform anything on Godot. stop lying
Lol, skill issue, the developer quoted was able to use it just fine.
with Godot 4? I guess the maintainers have skill issues too since you literally cannot port to android or web.
Android and iOS are now supported for C#.
Web export is the only thing C# doesn't work on in Godot 4.
But you can moronkun.
to moronkuns defense it was just fixed like 4ish months ago in the devbuilds and I think 4.2 stable came out just a few weeks/a month or so ago
He would know that if he had even the slightest first hand knowledge of anything he's trying to talk about instead of doing nothing other than enginewar shitposting.
Seriously, this kind of moron needs to be shamed away from any gamedev thread.
what? okay, sure for android I guess but that's super recent. still, you can't export for web. so I was still right and you were still wrong about c# being able to do exports like gdscript. oh and btw the android exports in general are super trash performance wide
yeah I missed that. still c# is not able to do everything that gdscript can. I understand trying to bait unity refugees but it's just lying to say otherwise
C# and gd extension limiting exports kills many add-ons dead in their tracks.
they just updated it to be able to a few months ago
read the source code for godot.
it is a complete mess
but my game's code is a mess as well, so they are a perfect fit.
The Forge will fix Godot.
C99 chads rise up
unfortunately even using a renderer as based as The Forge couldn't save Starfield and Todd
Be Godot
>Mogs Unity
>Mogs Unreal
>Mogs Creation Engine
>Mogs RE Engine
>Mogs Pokemon Engine
i thought it was pronounced guh-dough
Unless the word is the dictionary, you can pronounce it however you like as long it's recognizable. Pronunciation rules in English are almost rudimentary.
It is.
Based of the Beckett play. French word. Gets butchered a lot. Causes "gif" pronunciation tier arguments. Devs say pronounce it however, but if you want to be right that is how you pronounce it.
Imagine shilling for a company that hates its userbase as much as Unity does.
why would i need to shill for godot to use it?
it's free and open souce.
always will be
i don't need it to become successful or make a lot of money, i just needed for it to exist
also, it's likely going to force unity to pull its shit together, competition is good
I'm talking about the Unity shills, ding dong.
>competition
For Godot devs being mediocre is actually a feature, they bring no competition whatsoever
>it's free and open souce.
and its shit
always will be
there needs to be a FOSS game engine that doesn't suck ass like godot
>and its shit
just like my game.
again, a perfect fit
i love it so much
It's so bad.
I've had this installed for 8 years and still there's no fricking working physics for a castlevania platformer, or megaman, or metroid.
Fricking garbage.
Just use Box2D.
Or Jolt if you're talking 3D.
those are not game engines
No, they're physics engines that Godot supports with just a plugin.
>have to use plugins
why does the engine even have physics
lmao
godot is fricking garbage
It used to use Bullet physics, but Bullet gets millions in donations from Blender, thus it's been getting less and less game performant in exchange for accuracy as Blender needs.
So they thought they would roll out their own physics engine optimized for games, even hired someone for it full time who had a masters degree in physics. The guy who was hired for it was bullied off the project by one of the core maintainers. He quit in the middle of implementation and other people had to patch work his physics.
So the plan fell through, Some people decided to make plugins with better physics engines rather then try to patch what's there.
Discussions with the community has hinted they may be retiring the built in physics and just use Jolt and Box2d, but first they need to have proven implementations before that goes through.
Yeah, it would have been better to use Jolt from the beginning. But hindsight is 20/20.
>The guy who was hired for it was bullied off the project by one of the core maintainers.
Lmao classic freetard behavior.
Yuri bullied him off the project, he's an autist with a huge ego. Classic Linus Torvold-esque who talks smack about any code he sees as shitty. He keeps his place because he's contributed a ton of code.
Yuri finally got fired from the team, the final straw was with Google. Google is paying The Forge millions to optimize Godot, Yuri was talking shit about them claiming their push requests were pure garbage, got a stern warning "Shut your mouth, if Google withdraws funding because of your insults we'll never see another dollar again."
Yuri couldn't keep his mouth shut and kept talking smack about Google. Thus, despite being one of the biggest coders on the engine, he was given the boot due to being a huge liability.
pls anon do you have PRs or any links where I can see those discussions unravel? sounds entertaining as frick
There have been no "The Forge PRs" to begin with.
Yuri tends to be picky with his comments and rejects sloppy garbage that didn't even have feature requests which hurts people's egos and they misconstrue it as rudeness, his quarrelsome and argumentative nature does make other people dislike him personally but making shit up about him and b***hing about his nationality is far worse than anything they accuse him of. It's very clear where the pressure came from and how artificial it was in the end.
>a masters degree in physics.
useless lmao
you need at least a phd or double master in computational physics and applied mathematics
>Need another decade of education still
It's over...
>hindsight is 20/20.
and foresight is not using godot to begin with
He is complaining about physics, so I doubt that this is what he is looking for.
just make your own physics bro
Kinda random, but I've been trying to get into Godot, and I've been wondering if there are any pdfs/decent resources explaining in detail basics, or should I just wing it, and/or try getting into python as well as I've heard it's similar?
Next to zero experience w/ most of it obviously.
its a shit engine, avoid
It seems friendlier than some alternatives I've come across, including Unity. I don't have extremely high demands, and some tutorials I've gone through like a year back have shown it's capable enough for my aims, so eh
What would you suggest?
Better start with Unity, it may be a harder at the start but it's worth it
KinitoPET was made with Godot. If you aren't aware of the engine's features (or lack there of) that will bottleneck your game in any way, then it's good enough for you.
Thanks. It should be, at best what I'd ever aim is 2.5d-style games, or just stick w/ 2d
Have you tried the official motherfricking documentation? There is even a "Getting Started" section.
https://docs.godotengine.org/en/stable/getting_started/introduction/index.html
>official motherfricking documentation?
its shit
many things are poorly documented and certain features dont even work
I did, it's helpful but doesn't explain it in ways I can comprehend it properly enough. I've used chat gpt for some of and it's helped immensely with understanding how things operate, but I'm wondering if there's anything else. I'm reading a pdf on procedural generation rn and it's half decent
Go watch a YouTube tutorial series of making an rpg in Godot. Follow along and you'll figure stuff out along the way. With video tutorials you'll know if something is amiss.
Guess that's my bet. Ty
Making a 2D RPG can be surprisingly not difficult to setup, sure there's more parameters but you automate a lot of it and can use spreadsheets to track all the stats due to all the items, enemies and players running on similar data structures.
Hash table dictionaries are your best friend if you want to make an RPG in pygame.
>owari da godot kun
more like
jigoku de yakeru godot kun
thankfully I use Godot to make 2D games 🙂
I love how I can just export directly from blender
Does Godot have a havok physics plug in?
>Ctrl+f bevy
>0 results
Rust confirmed to be useless.
I use rust with GDExtension for my Godot project, it's EXTREMELY comfy.
I like aunity because it's just werks
>the person I talked about in this video has been proven to be racist and homophobic lately and that discord mod I talked about is known for using lots of racial slurs in official godot discord.
LMAO What a Black person
ignoring that, he's right about everything else
godot is a shit engine
I won't ignore that, the second you white knight for Black folk and gays your opinion on anything means shit.
Abra must be the most pathetic game "dev" of all time. How did he even get out of his mom's vag? Utter moron and a waste of oxygen.
>this thread
Pick whichever engine you want to try, get a feel for them yourself don't listen to people who have made next to nothing. From my 15 years of experience in game dev, Unity is my choice. I like Unreal as well but it has a lot of render jank. Godot works, people have made games with it but it has a lot of caveats. Unity is a good middle position, it is stable, decently lightweight, and can be performant. However, Unity's directors are clueless about what to do with the engine so it spins its wheels and ping pongs between mobile and nonmobile development.
Now post the IQ distribution vs chance of talking about dunning kreuger chart
now you post something you've made. oh wait
>godot is not optimized
i am sick of this meme where being "optimized" is an on/off switch
you have to rewrite the whole engine from scratch to get performance out of it
which engine
what parts do you need to rewrite
what use case
godot
the whole thing
to make it not dogshit
what an insightful post that certainly gives off the impression that you know what you're talking about and have any first-hand experience
Did anything notable actually come from Unity charging a fee for installs, seems like everyone was crying DEAD ENGINE but now I don't hear shit about it despite games still being released in Unity.
Games take time to make. Give it 5-10 years and compare to see how many indie studios Unreal Engine snatched away from Unity.
They reverted some of the changes.
Older versions of Unity won't need to pay for the shitty install fees, but will still have the "Made in Unity" splash screen unless you pay or upgrade.
If you were a dev and you already are paying for Unity Pro then nothing changes as long as you don't use a 2024 version of Unity for your game.
The deprecation of Unity was never gonna be instantaneous despite the shitposting. Of course games are still made in Unity when some people have been working on their game for like half a decade and it would be dumb to switch now, especially with no guarantee that porting your game will even work on a different engine. Godot is catching up fast though, and more and more games are made in than before. In like 5 years Godot will likely over take Unity.
3 to 4 was pretty frickin huge
4 to 4.2 wasnt SO HUGE but so quickly after 4 gave me a boner
>In like 5 years Godot will likely over take Unity.
Juan will work hard and make that 10 years. He'll stay up all night denying merge requests if he has to.
what a moronic sperg, now I know where the anon NPCs get their opinions from
hes somewhat right. Godot isnt NUunity. its its own thing. I like it better than unity for foss reasons and also not enabling moronic visual scripting nonprogramming, but these engine wars are fueled by youtube techdemo tutorialists and nodevs anyway
>these engine wars are fueled by youtube techdemo tutorialists and nodevs anyway
Pretty much, the amount of people who shill or attack an engine is insane for how little they know and most of them barely know what engine a game even runs on.
Godot has problems but they aren't any of the garbage you secondaries ever talk about, it's incredible how much gamedev discussion is dominated by completely clueless mongs that talk too much and listen too little.
If I continue to act like an engine expert, I feel less bad that I haven't made any progress on my game in months.
Engines are pretty gay, where are my framework bros?
>no fancy engine serving as a crutch and limiting options, can write the perfect copy of Pong for the nth time from scratch thanks to a perfect understanding of how games works under the hood
>no need to argue with the devs on a shitty Discord to request a feature that never gets added, just make the feature yourself by downloading a library that does it for you
>can't blame the engine for your own failure, you know the problem was the language all along
To be fair, with Godot you could potentially add features yourself since it's open-source, but it would probably be a pain.
Based.
No, I will not use your bloated slopmaker.
Yes, I will reinvent the wheel.
I swear, a gigachad picture being attached to a post is a flag for mental moronation
>I swear, a gigachad picture being attached to a post is a flag for mental moronation
>boasts about making his own engine
>needs to ask on discord for help
lol
godot t is for troony, name one godot made game that ins't moronicly troony
meanwhile game maker 2 actually produces masterpieces even with the limited tools
stop using this garbage already
name ONE troony godot game
name ONE masterpiece Gamemaker game (actually don't, we already know which one you're going to name, if it's not that one it's probably going to be Spelunky)
>Name one troony Godot game
Cruelty Squad
>Name one masterpiece game maker game
Undertale
>godot troony game
all of them, but if you want a specific one kamaeru
>masterpiece game maker game
>didnt even use hotline miami as the default example
go back to discord and stay there until you eventually suicide, moron.
hotline miami
has anyone even used godot open sourceness to its advantage? it's literally more limited than the open source ones. sounds like twitterinas just visited Ganker to ruin it once again and found this new world cool and got their favorite soi engine based on it. get a grip anons
I started a game in Godot and very quickly realized I was out of my depth of things I want to do vs ability to do them, so now Im doing the harvard cs50 course, 2 weeks in and already feel a lot more comfortable in how I can achieve what I want.
666472391
>BUT THOSE ARE ALL BAD
dont @ me, youve made 0 games
I made some games just not complete games.
you didnt make the game
It had the final boss though.
It has no juice, beta dev.
I didn't read, what a shame or congratulations, but Unity is literally years and millions ahead of Godot and therefore has a larger community and more content. However, those who switched from Unity to Godot were not because of their quality...
>hiring manager is transphobic and racist
>gaytuber thinks this is a bad thing
didnt think godot could get any more based
I automatically discard any opinion from an ESL, don’t even make it more than a few seconds, sorry not worth my time
>Godot hiring practices are abysmal
>they hired a transphobic racist!!
Anon, why are you selling me on Godot?
Unity fricking sucks but the reason it's so good is because if there's something you can't or refuse to do, you can just pay money for some solution via the asset store.
the reason unity got such a deserved bad rep for such a long time was its encouraging very poor programming. Shit like Slender where youve got a player, occasionally an enemy, and mostly static objects shouldnt have chugged like it did, but that experience is par for the course with most indie unity games, and spare me the "nuh uh this one game I like runs well" exceptions do not disprove the rule
ok but having a bad rep for PLAYING unity games is a lot different from having a bad rep USING unity to make games
I think for being a completely free-to-use engine, it offers a lot of standard core features, but the more specific your game is, the more solutions you will need, which I guess is the "price" of individuality
Unity's abysmal 3D performance and lack of optimization utilities has nothing to do with "poor programming". They don't even have auto-lod for models and occlusion culling barely works.
Unity fricking sucks because it has a vested interest in not offering you good out of the box solutions to instead sell you assets for things other engines take for granted. You aren't getting a good deal out of buying core features, you're simply forced to due to their monetization scheme where you are the final customer rather than a developer.
I'm a longtime godot-using dev and I have issues with the engine, but this entire video reads like someone who got into a fight with Juan and is extremely asshurt over it. Godot is shit for high-fidelity 3D games, yes, but this moron just acts like anybody who's not making a high-fidelity 3D game is a "hobbyist" and apparently not a real game dev. Those kinds of games are honestly a tiny minority in the indie world, and so they should be, because trying to handle that kind of project as a solo dev is moronic. Godot isn't perfect but it actually is great for the sorts of small games that most indies and solodevs should be making.
>shit for high fidelity games
im not convinced, I think entitled unitydevs who learned the bare minimum of some c# are asshurt that they cant 1:1 port their unity games over with a drag and drop process. It truly seems like unity morons saw the situation as such
>unity is the only indie game engine
>unity decides to deepdick its users
>Juan and co: HEY GUYS I MADE UNITY2 BUT ITS OPEN SOURCE COME ON OVER[never happened]
>they all jump ship
>refuse to learn because they never really learned anything not contained within a youtube tutorial by a guy with 0 games under his belt
>wtf this isnt unity at all!!!! IT DOESNT EVEN HAVE AN ASSET STORE!!!! explain yourself!!!!!
Road to Vostok looks real impressive and Im excited to see it as a full game.
>hires a transphobic and racist product manager
ya im thinking based
john, youd be done with the game by now if you werent inventing a programming language that only you are going to use. That said you never miss so we'll see!!
I use c# to write my own engine. Get good cuckie.
Post your released game, enginedev.
Unless you never managed to make it that far?
I've made 5300 dollars this month off my game. It's #536 in the RPG category for player count on Steam. Go find it yourself cuckie.
>its an rpg
you made a calculator that handles sprites, get off the high horse.
https://store.steampowered.com/app/885570/NovaLife_Amboise/
>English language not supported
lol
>Technologies: Engine.Unity
what kind of random falseflag is this
Mad cuckies. I coded my game in Unity and created an engine in unity all myself. Cuckies dont even know thats possible
HAHAHAHAHAHAHAHA
Holy fricking shit.
HAHAHAHAHAHAHAHAHAHAHA.
Oh damn.
The funniest part is that you are actually proud of it and think that's an argument in your favor.
I need to fav that link and repost it whenever someone ask if they should enginedev.
"See kids, if you don't use a good engine you will end up creating Nova-Life!"
>"No grandpa, no! We will learn Unreal we swear, even Godot or Bevy, anything!"
Clicked ignore. Not that I would've bought this piece of shit in the first place.
>it's totally real but I don't want to show you
Anon, you already tried that one at school about your girlfriend that live in another country.
Nah, see
Thats my game, mad cuckie.
>french
subhuman
>Unity
OHNONONONONONO
>5300 dollars
that's a lot of money, cool
i'm trans btw
>godot is not the new unity
who would've thought? i thought it's such a good substitute! seriously though, there's stuff like unreal engine why would you use unity
It was too heavy for my taste
>paying timmy tencent
>paying chef boyardee
no
Unreal doesn't allow you to use NPR rendering techniques
Unity is owned by israelites who will frick you over in 6-12 months again
Godot kinda sucks but its open source, getting scriptable render pipelines, and you can replace parts of the engine that you don't like.
>and you can replace parts of the engine that you don't like.
That's my main problem when I tried to swap to Godot.
Whenever something is unfinished, under-performing or straight-up fricked, asking if there a fix planned is 99% answered with a "why would we fix it, just recode that part of engine".
Godotgays can't comprehend that most devs are looking for something that just fricking work.
If we wanted to spend time on making an engine we wouldn't bother picking an existing one in the first place.
I think that dissonance is why Godot failed to retain the Unity exodus. Being able to rewrite the engine isn't an actual perk to teams who use an engine specifically to get as much development time as possible out of the way and be able to focus on the game itself.
>"why would we fix it, just recode that part of engine".
What parts? Preferably post github comments describing this too.
what are you doing that you believe requires an engine recode. I promise you theres a way forward that isnt taking everything apart and putting it back together again.
How difficult is the GameMaker language and engine to learn?
Super easy, you're not going to find an easier solution unless you go with a no-code engine like RPG Maker.
I absolutely hate how it still doesn't basic shit like shadow system while all other engines have it already built-in.
The syntax is just javascript but it's one of the most moronic, idiosyncratic, slow, buggy and limited languages in existence. GameMaker should get 100x the amount of shit Godot does but no one care about it enough.
It's very easy to learn GM for 2D games but there are some restrictions. Last time I used was 6 years ago and I stopped because there was no easy solution for getting around delta time.
Delta time makes physics objects time-dependent so objects don't move faster or slower unintentionally because of an FPS drop. The only practical solution to this was capping your game to either 30 or 60 FPS no matter what and if the persona's PC was too slow and there FPS dips below 30 then that can cause shit in the game to move slower then what you programmed them for and frick it up enough they basically need to restart the game.
It's not that big of a deal for 2D pixel games but it also means that the bottom 5% of people with potato PCs simply can't play the game if they can't run it at 30FPS. Every other engine has a solution to this GM, still doesn't which is why I moved to Unity then eventually Unreal.
Despite it's faults I'd still recommended Godot over GM for 2D games because they are basically the same in terms of performance except Godot is free and has a more active community and better resources online to learn quicker.
is there no way to get the time between frames in seconds in gamemaker? that's all you need to set up delta time
will the upcoming gaming industry crash bring more attention towards open source games and game engines?
I doubt it. Itl be the early 10s again where were inundated with low quality unity games again.
>1999: Devs making timeless classics with paperclips and duct tape
>2024: OMG THIS ENGINE ISN"T PERFECT I CAN"T DEVELOP IN IT!
fricking prima donnas, you weren't gonna develop anyways.
worst of all
>the best JRPGs of all time were written in assembly or C, raw, with no engine to help them
>indie devs cant even make games that match combat quality of DQ3
>supposed rpg fan devs make RPGs with long boring slushy sloppy combat with engines that do ALL the heavy lifting for them
Frick game engines. You can make a game with any engine.
The real problem is giving ART accessibility to game developers.
>1999: dev teams of 5-10 people making medium-size games with no engine
2024: Single devs who need to do literally all graphics, music, progamming and writing by themselves need engines most of the time
Shocker.
>the game theyre making with supposedly so many specific characteristics that they cant possibly be done on any engine but their favorite one
?si=LVyreBwo41jVk227
Counterpoint: THIS is modern programming vs programming in 1999
https://www.youtube.com/watch?v=92kcm3b-Q_s
>what do you mean you cant read it!?!? are you stupid
I love John sometimes
Every current engine allows easy implementation of graphics, music, and programming. Whats your point?
His point isn't implementation, but creation. I can wing music, same w/ programming to an extent, but I got stuck when it came to even basic 3d (poly) modeling, and it's something I'll have to go back to because it's either that or sticking w/ drawn 2d (and that, too, unless you get free assets, you need to learn to draw, of which I'm in process of as well)
>3d poly
blender is hard, use blockbench
I couldn't even get blender to work, it doesn't even start loading in task manager for whatever reason (tried different versions, too). I'm gonna try Maya which seems more approachable than some alternatives I've tried.
> use blockbench
That looks a lot better than I expected, I'll check it out
yeah I use blender and blockbench for different things, but blender was giving me far too many tools and far too much control for low poly shit whereas Blockbench makes it very easy to kinda play with your blocks until they look like something you like.
Certainly seems that way from videos I've seen on it as I planned to give it a shot. I've seen some similar programs that focus on building things with blocks, I've been planning to look them up so this comes in handy. I like the aesthetic
You're right tbh, there'll always be issues w/ any approach or engine, but ultimately over-focusing on it especially as indie just ends up wasting time
What I mean is, every engine will allow a solo dev to create indie games.
Worrying about whether Godot uses the perfect system of node hierarchy or how GDScript compares to Unreal's Blueprints, is just preventing you from actually sitting down and developing, which you can do with any engine.
Minecraft may have been started by Notch, but he got help from C418 in terms of music, and then Mojang staff helped with later updates. Undertale may have been started by Toby Fox, but he got help from Temmie in terms of sprites. A game being made by only one developer from start to finish is less common than you think.
why are people so angry about an open source tool? nobody hates on obs studio, libre office or blender to such a degree. it's probably the youtube algorithm rewarding this type of content, or some other form of payment is involved
its because game development attracts thousands of underachievers, who:
1- do not actually develop games
2- worry about which engine to use for months, like it even matters
3- quit after months of watching youtube videos instead of developing
that makes sense. poor craftsmen blame their tools
>No stats, examples, benchmarks or anything.
>Just a guy talking over some random gameplay footage.
I fricking hate this style of video commentary so much. Get wrekt homosexual.
All these homosexuals being like "I'm a hobbydev I code on Godot." Yeah. Frick you. You're not a hobbydev if your code doesn't look like this.
>unreadable variables
>if else for im so smart
Im proud of you anon, keep going
>for loops
>if else
>C++
I'VE GOT MORE!!!!
I like it
post more
I love how you can essentially make your own programming language with #define in C, although it makes debugging quite the b***h.
These aren't images from online, they're my own code. This is what hobbydevving is and it's fricking FUN. GO ON GBlack folk AND REDDITORS. TELL ME ABOUT HOW IT'S NOT USING PROPER FOR AND HOW THE VARIABLES DON'T HAVE PROPER NAMES!
that inconsistent spacing between functions is pure sovl
Nah you won me over, I like you now, whats your goal
I'm making Free Cities again because Free Cities is dead so I'm making one in a fantasy universe where you get Isekai'd to Hell and made a baron in charge of their forces because no one in Hell can get along. There's 4 factions you talk to to secure your troops, the first two screenshots where the battle script. The factions are:
>Harrisiya (from Rossiya): Demons who just hit the industrial revolution. They're all Russian and all the hot demon girls smoke and are alcoholic
>Exiled United Kingdom of Great Allia (Great Britain): Anglos, may God forgive for uttering that word. Elf/Human faction that are just pretentious British aristocracy and Victorian-Era Britain inspired.
>Societe Magique des Arts Exiles (Fr*nch). French Wizards. They all drink wine, eat cheese and don't do anything but talk about art all day.
>Grossegildederwissenschaftenundkunsteinderholle. German Rats, the skaven basically but they all speak German.
holy shit Im in love
BTW if your game or concept has to be explained using comparisons to other existing ones its shit.
>its like victorian britain
>its like the skaven
Be original.
that's moronic, by that logic every single video game needs to create a new genre or else it's unplayable
I like history, I like high-fantasy, I'm not creating art here, I'm creating a slave-rape simulator. I like going around CK2 with rapemods and capturing my fellow neighbouring Europeans, I like going around Skyrim and raping all the fantasy women. I've realised that I can't mindbreak Spaniards in Skyrim, nor can I mindbreak Elves in CK2 unless I use mods which frick over the culture mapmode and it unaesthetic. Ergo, there's a simple fix. Create a game were you can rape everyone, from real nationalities to fantasy creatures. I'm thinking of adding people I know in real life as side-characters but my brother knows about this game so he'll probably interrogate me on what the frick I'm doing and I don't want that conversation.
>if your game or concept has to be explained using comparisons to other existing ones
That's moronic on so many levels...
The entire point of an explanation is to get idea across in a way the others can understand.
How the frick do you want to explain a concept within the mediocre attention span of someone on the net without reducing your idea to comparison, fricking moron?
FPS being Space Invader but seen from inside didn't change the fact it was original.
Platformers being Pong but with gravity didn't change the fact it was original.
Please use comparison because it's practical to make people understand what you are idea without having to write a fricking essay every time.
Going into that direction, if your concept can be described with existing words, then it's not original either.
read none of these posts, you blogposted for nothing nodev cuckies
post a finished game youvr made
>le epic shitposting for le win xDDD
have a nice day
start using descriptive variable and function names instead of this one-character salad you moron
shhhhh let him cook
shutup souless homosexual
Based funCHAD making the autists seethe.
The real redpill to coding is just to fricking do it, every moment you spend autistically researching your moronic game engines on what to pick and what language and all that other gay shit is time not spent coding. YOU WANT TO MAKE A GAME?! THEN JUST FRICKING DO IT! NO ONE FRICKING CARES WHAT ENGINE YOU USE AS LONG AS IT RUNS AS IT SHOULD!
Oh shid, I'm moronic and forgot to upload an image :(WPHRK
my game is a 3d wave survival shooter in an arena(not quite an arena shooter) with mechanics lifted from reelism 2. I chose Godot because in the far off chance I find any success I dont want to give away yet more money
I chose Godot for the same reason, mine is entirely text-based so I don't give a shit about muh assets or whatever like that. I can't do art anyway so it's not a loss. Worst comes to worst, I'll use ai to make pictures but things look better in my head so I don't like pictures.
What exactly are you using an engine for in a text based game? No seriously, people tend to use engines because they handle all the graphics and physics for you but clearly you don't need that.
Because I wrote down 6 things I could use to code it and it landed on Godot.
What I mean to say is that I rolled dice on it and it landed on Godot, I am very inebriated right now.
But why was godot when considered instead of Renpy, Twine, or RPG Maker?
Dice have 6 sides.
I forgot what the others where but Twine, RpG maker where considered. It just happened to land on this one.
Magnets, how do they work.
likely for fonts and images and not having to build every single system from the ground up you fricking moron. Take a single programming course please
>Take a single programming course please
Already did my 5 years in uni and been earning money to do it for the past 3. You don't need a fricking engine for a text adventure you mongoloid.
yeah okay grandpa, go back to playing vidya in your fricking terminal
You might have some legit moronation if you think terminals are complicated. Didn't you learn how to read when you were 5 or something? What's so hard about text on a screen?
its not that its complicated, its that weve moved beyond playing dogshit terminak games with ascii characters. Rimworld dethroned Dorfort and theres 0 reason to make terminal garbage games
You are like a little baby
>readable code
BOOOO!!!!
Thank frick I dropped GDScript
>Godot 4.2 supports .Net 7
It's unironically over, Godot can now export to the same platforms that Unity can with C#
Its Godotver
Yeah no shit lol
90% of the content on yt is tutorials on how to make fricking stairs and people praising each other for making a """player controller"" that can only walk and look
This is early 2000s browser game type shit
If you can make text sparkly you are the coolest kid in godot
the most cringe thing about indie devs in general is their reliance on tutorials, and this is especially true for unity devs
like they have 0 brains, completely lobotomized, and can't function without copying solutions from others
the ones that are obsessed with tutorials never actually ship games either
don't worry anon the reliance on tutorials will soon be replaced with reliance on AI copilots
>engines physics handle stairs just fine
>I optimized it!!!! character now moves up and down stairs at lightspeed and jump functionality is completely fricked
I hate that video so goddamn much
good god, gamedev threads on Ganker that don't have the template op are consistently fricking awful
It's true that Godot Physics is unusably bad. Having two simple floating objects collide can tank the engine to 1 fps. Literally unusable if not for the existence of Jolt
Unity getting real desperate. Open source is the feature. Godot is primed to become the blender of game engines.
NOOOOO WHY DONT THEY CARE ABOUT MY BILLION DOLLAR CORPORATION!!!!! PLEASE!!!! GODOT IS BAD!!!!!! HERE ILL EVEN LET YOU USE UNITY FOR FREE FOR 30 DAYS!!!! COME BACK!!!!
I'll use Unity
>no no no, it's bloated
Okay I'll use Unreal
>no no no, it's a heavyweight only for people being paid to mash keyboards
Okay... I'll use Gamemaker
>lol, only 2 good games came from that pile of shit and that was BEFORE the sequel
Okay... Godot?
>hahahahahHAHAHAHA
SFML? SDL?
>if you're not writing your own operating system in assembly, you're nothing
???
engine wars=nodev behavior
just try some out and stick to whatever you like the most
Now THIS is the nodev non-answer, there are some that are objectively better than others. For example Unreal is easily the best game engine for 3D games
nuh-uh my Sissy3D engine written in C++98 is more peformant, 0 bloat and factually better but im not making it public
write ur own engine NODEV
>actually my solo project NEEDS unreal!
no it doesn't
If this argument was about objectivity then everybody would have ditched Unity a long time ago.
unreal is a gay Black folk engine. Enjoy your blueprint Visual coding, gaymo
>has to resort to lazy clickbait to catch my attention
youtube hasn't changed since google's acquisition