LMAO GODOT ON THE BRINK OF BANKRUPTCY
https://godotforums.org/d/35412-sadly-i-think-godot-is-a-scam-im-not-sure-i-can-do-this
LMAO GODOT ON THE BRINK OF BANKRUPTCY
https://godotforums.org/d/35412-sadly-i-think-godot-is-a-scam-im-not-sure-i-can-do-this
Unity is still shit though
unity works fine
lern 2 code noob
Unity is literally made for people who is still learning to code
damn, i should learn unity
there's a lot more to making a game than scripting
Frick off
Unity in switch games has been a godsend due to the modshit that it gives
all engines are shit in one way or another, people just don't realize the amount of things going on in there before they dive in and give up not long after rendering their first LGBT spinning triangle
>engines
why? i get the editor is nice but theres countless editors and modelers out there..
all graphic apis are already engines ffs. stop being fricking lazy. 2k lines of boilerplate to setup vulkan for example is NOTHING. everything after is alwyas the same shit. setup buffers, send to shaders, repeat..
people are so fricking lazy today.. want everything easy and fast. what art is there if everyone just uses a fricking tool that does everything? no wonder games today are just a bunch of reskins from the assets store bah!
network? sound? whatever? theres countless libraries that do that. just use one!
tldr: ypu dont need an engine. use a gfx API of your choice. photoshop and or blender and youre set.
ps: this was a post more directed to indie devs which is what godot and unity are aimed for anyway
Post your game.
I would do the "get woke" thing but I'm pretty sure this troony shit was born that way
the devs are just simply moronic
https://twitter.com/reduzio/status/1631216062388658177
https://twitter.com/reduzio/status/930371091956199424
"w-why do you need performance for?!"
I've never spent a cent on godot. How is it scamming me?
they got 8 million in donations a few months ago, which they blew on pins and a booth at gdc instead of making the engine run 2x as fast so it can run on more devices
at least c# can be used for things other than unity, gdscript cannot
>blew on pins and a booth at gdc
Spending 8 mil on pins and a booth at a convention. Are you actually moronic? (rhetorical question)
>they got 8 million in donations
W4 got 8 million in donations to start the company. Its a commercial company that ports Godot and other games to consoles. OP is arguing that that money belongs to Godot, because the only reason W4 operates is by porting Godot games.
lol putting the cart before the horse
they want to port games to consoles... games that don't exist because the engine has major problems
everything godot does is backwards
even the node tree and forcing each script to be its own node is fricking dumb
>Each script to be its own node
I know you are fricking stupid but that's literally not how it works moron
go add two scripts to one node then
And why would I do that? Do you not understand what a node is supposed to be used for? Scripts still don't need to be a node
>putting the cart before the horse
Because Godot is open-source, it doesn't have license to port its games on to consoles, so they're building commercial company to work with Godot that owns the licenses and can do the porting when needed. Theres already other companies offering this service, but W4 means theres one that won't quit and focuses on Godot porting.
gdscript exists so brainlets can make games, but you can use other programming languages anyway
gdscript uses up developer time, which should be spent on making a functioning engine that doesn't hide the hardware through a slow moronic crippled interface
there's absolutely no reason to hide glsl/hlsl from devs, they only recently changed course on that
> doesn't understand the benefits of a DSL
never work in software engineering or you might die of a stroke when you see swagger files, YAML, make files and other DSLs
DSLs make sense when there are constraints in scope and a requirement for multiple parses. And modern ones are generally schemas for yaml/JSON (frick HCL btw). A game script doesn't need multiple clients parsing it, and it should have unlimited scope of operations. Why wouldn't they just use Lua?
>never work in software engineering or you might die of a stroke when you see swagger files, YAML, make files and other DSLs
most software engineers just make the world worse because their brains were put on backwards and think we need 100 abstraction layers, formats and libraries for everything
>we need 100 abstraction layers
if you ever worked a day in your life you would know there's a good reason for that, and that reason is business people who have nothing to do with software having no idea what they want, so the software must be ready for anything and everything, usually prioritizing that over speed
not gonna watch the homie who cried to souljaboy btw
this is why moronic shit like containers exist as well
business people being fricking moronic and wanting moronic shit and doing moronic things so u need to make it as unfrickupable as possible
literally running a VM with an OS installed on it and all the specific versions of the software u are targeting so some spastic can't update it accidentally and break a bunch of shit then u get blamed because fricking juan and his construction company who hired his cousin to do their IT work decided they should update some random shit despite knowing what version is targeted and not actually being a proper IT department who tests update before rolling them out to the whole company, which is just 2 computers
and the reality is juan is a good guy who never asked for bullshit changes, he just has a moronic cousin, its worse when william goldbutt wants to change shit every second day so u build moronic shit because u expect it to be changed, but at least hes paying with his goldbutt for it
making business software for external clients is fricking absolutely rots ur brain and just makes u give 0 shits extremely quickly
Gdscript is moronic idea because everyone capable of learning it is also capable of learning something better, while people unable to learn anything better won't be able to learn Gdscript either. Making simpler language for brainlets will never work because the barrier is psychological - text is scary for brainlets and they won't bother learning.
>text is scary for brainlets and they won't bother learning.
remember when godot had visual scripting, which they abandoned recently cause it ate too much dev time to maintain lmao
8 million is not much in tech industry. People who know shit about game engines are rare and therefore expensive, especially since people new to gamedev these days learn Unity instead of OpenGL.
>he actually thinks they spent the entire 8 million on pins
Watching Ganker pretend to know how companies operate is embarrassing.
How is it a scam if it's free
tl;dr, guy that does it for free (not even for free, he spends money to run the forums lol) is upset because he doesn't understand the difference between W4 and godot
godot 4.1 just released and it's still a slow piece of shit because of deep architectural issues
it's a meme engine that will never see a good game made with it
https://github.com/godotengine/godot/issues/23998
It already has good games, and it having shit performance doesn't make it a scam.
>It already has good games
lol such as?
>having shit performance doesn't make it a scam.
juan promised 4.1 was going to focus on performance
now he says it'll be an ongoing effort throughout the 4.x series
I already knew the engine was a piece of shit years ago just from a stress test, then looked at the code and realised they're doing everything the slow way EVERYWHERE
there's absolutely no way to make the engine fast unless you rewrote everyting from scratch
it's a shit toy engine that nobody should support any further, you won't get to make anything good with it
>lol such as?
Well there's th-
>"lmao, every game you mentioned is actually shit despite me never having heard of them before, better luck next time"
so no good games, thanks for confirmation
once gaydot dies i wonder if it would be possible to petition steam to delist every gaydot game for offering a substandard product
It all depends on what you're trying to make with it. For someone like me who makes smaller games for fun it suits my needs far better than anything else.
If you're a commercial studio you probably shouldn't be using a freeware engine anyways
>posts an issue that got closes years ago
they closed it and ignored it because they didn't want to admit they were wrong and all their devs have no clue how to write a fast engine
literally the ostrich approach, which is why the engine still sucks years later
listen to the devs speak, it's a wonder they can even understand eachother at all
Uhm just wait for godidiot 5.0 release.
>Gododdlers
>"But at least it's faster than Unity"
>Also Gododdlers
Lmao
the editor is smaller and faster, but the games you make with godot all run horribly
you realise procgen has nothing to do with storage right? except textures you load onto it, which are the same as if the terrain was pregenerated
framerate is entirely to do with polygons onscreen, gpu pixel fill rate for textures, and how many shaders you have on objects/postprocessing
has very very little to do with HDD except initial load times
yes, the frame rate has nothing to do with HDDs. load times are what's affected. I was talking about how the game performs fine both on the fps and the loading fronts. I just assumed you knew more, but I guess you just assumed I knew less because you're malding about a free "toy" engine you're too dumb to switch to.
it was YOU who brought up HDDs as if it mattered for framerates
you said
>I'm making a fully proc gen open world 3D game with chunks, animated characters and all that, and the engine is getting at least 30 fps even on lower end PCs with HDDs, with barely any optimizations. and I'm no wizard. try that with unity or unreal and it's unplayable without jumping through a thousand hoops of bloat and bad modules.
also this is easily done with unity or unreal and you'd get 60fps for the same geometry
if you wanna stick to cripple engine, be my guest
>you're too dumb to switch to.
I made the same project in unity and godot, and the godot one ran much worse, tried it on 3.5, 4.0, 4.1, there's been a slight performance increase between versions, but it still doesn't come close to vanilla unity
and juan not taking performance seriously despite other devs also complaining about it
thats all I need to know not to waste my time on a toy engine
>2018
Why does this fricking engine attract the most vocal moronic contrarians? One minor thing goes semi-wrong and presumably easily fixable in the near future and immediately there's multiple threads of morons screeching. Doesn't seem to happen to Unity or Unreal.
>One minor thing
>presumably easily fixable in the near future
rewriting the engine is easy?
go ahead then
now you know why performance has not improved much in FIVE years, the whole codebase is layers of shit upon shit
There already are good games with it
There have been good games made in Gamemaker, Flash and Byond.
People have made good games out of the shittiest meme engines, since forever
Normally i don't side with trannies or any twitter user, but W4 did clearly pledge to fund Godot.
I'm guessing they didn't expect to raise that much money just from using Godot's name. And now they get greedy and try to use the actual Godot project to raise tax-free funding via donation
only thing that pisses me off is how they willy nilly break code deg2rad() is now deg_to_rad
: and pass is effectively { and } brackets and the Black person shits itself if i dont have indents perfect god i hate pythons formatting bullshit
Don't care about mentally ill schizos, I'm still using Godot
>a forum admin admits that he got filtered by the GODot engine
KWAB
>When Juan begged money for @GodotEngine
despite having $8.5M in his @W4Games
pocket, he used an image that he created for Godot's April Fool article in 2015, where he was slyly referring to Unity's business model.
https://twitter.com/Xrayez/status/1679494866210902017
LMAO
the W4Games money isn't theirs to spend on engine development
and why would a consultant/support company need investment money? Consultant companies are literally just people who exist to help companies like regular employees. There is no "investment" needed
>and why would a consultant/support company need investment money?
Is the problem now that it doesn't NEED money? Is Godot the evil capitalism?
look, mr godot developer. We are telling you very simply and clearly that you dont need 8.5 million dollars to run a consultancy that gets paid big money anyway.. through consultancy work. Investment is only needed when you actually hire MORE people than you have work for. Why would you ever have more work than you have paid people? By having the work be unpaid. Why would you ever have unpaid work? By having that work be research & product development, not directly connected to any sale.
So hopefully you are starting to grok this: You only need investment money if you are doing research&development (=work on the engine itself) not when you do support contracts that you get paid for anyway
>grok
go
It is, the mission statement explicitly said they'll also be using the finances of W4 to support Godot as an engine.
Poor people pirate software, they have nothing to lose.
> The main issue I have is the broken promises and lies.
Well people do wishful thinking, it often takes more time to complete stuff, especially when you are not getting paid.
GODOTBROS
what went wrong
>Why don't they just sell W4 Games and donate the money from that to Godot project?
How does an open source product go bankrupt?
If a schizo doesn't like it they can shit out of their butthole words that don't mean anything and pretend that their fantasy reality is real
>people donate
>waste funds hiring devs to write code
>engine is still shit
>people stop donating
>project dies
NEGATIVE CASHFLOW
don't link to your schizo ramblings literal Black person moron
Godot is mismanaged and the the devs going "this isn't actually a problem" drives me up the wall. But it's not like they can use the money raised for another company for another purpose in any way they like.
>devs going "this isn't actually a problem"
that's their response to everything
"hey, I want to make a game with more than 1 thing happening at once"
"w-why would you want that for?!"
Worst part is when another game dev of the community answers with "what do you want that for" in defense of the engine. Frick this gay shit, this is why i like Unreal, you can see the engine's evolution on making things better for the us because they actually use their shit for Fortnite.
the answer should be a simple
>"because my game's design and art style document is not being met sufficiently"
and if the answer to that is anything other than
>"Ah, understandable, well, you should report this in the github issue tracker, this feature will take time to implement but we will do it as soon as we can find a contributor for this issue"
then the correct response is
>"go frick yourself"
godot wankers: "it's a free engine! you must enjoy it and worship it!"
I hope godot devs all go bankrupt and live in cardboard boxes on the street and eat expired food
lol
>I hope godot devs all go bankrupt and live in cardboard boxes on the street and eat expired food
what causes this behaviour? is it mental illness or just bad parenting?
they brought it upon themselves with their behaviour for years
Wait, you are saying they shouldn’t have hired a troony to write a new physics engine?
what godot games is everyone eagerly awaiting for consoles anyway?
every godot game looks like unoptimised shovelware lmao
cruelty squad is basking in the sun right now, much to the godot people's dismay
>Dismay
Except it shows exactly why godot is good
>Looks like puke (but on purpose!)
>Controls like shit (but on purpose!)
>Runs like shit (but on purpose!)
Uhhh... If you say so
>free as in freedom
to steal your money
techlead was right
OSS is free if you dont value your time
imagine committing years building something in godot only to find out it'll never be a real engine
or the code changes so much it renders your implementation largely broken
>techlead
a wife costs half your money if you don't value your job at FAANG (as a millionaire)
>if someone made it in 1 night, they could certainly fix it in 1 night
Not reading anymore of this drivel. Why should I care about this troony's schizo ramblings about a freeware engine?
>if someone made it in 1 night, they could certainly fix it in 1 night
one of the first things you learn in the software development industry is that debugging often takes WAY longer than the initial implementation
Just use Unity.
The ui is shit
I do not agree with the philosophy of the people behind it and I do not wish to support them in any way, shape or form
already am, but I still dont like the way the new input system works, it's annoying
small price to pay for an engine that actually works though
the ui is fine, you just have to skin it and know how to code
>make minor change
>wait half an hour
>now you can make another minor change
We are talking about Unity here, not Unreal
unless you're switching platforms and it reimports the assets, it should not take half an hour for anything
you can cache the library per platform as well so switches are instantanious after the imports as done the first time
also this
https://forum.unity.com/threads/unity-takes-forever-to-build-a-player-fix-inside.741224/
No reason not to use Hot Reload
Try it, it's a game changer
I used both unity and godot and I just think the workflow of godot is faster and easier to use, ontop of Godot just being faster when it comes to being able to test and adjust in the editor.
Also Unity has a ton of half baked/abandoned features that barely work like the "new" input system
skill issues
the new input system in unity is annoying to use
to get anything working or to change anything takes 5x more effort, it feels overengineered
the older system is much more simple and only needed a few more tweaks for usability and button remapping
it's not your imagination, others also think it sucks
https://forum.unity.com/threads/new-input-system-is-so-convoluted.1273847/
>barely work like the "new" input system
Huh? It works absolutly fine. The frick are you talking about?
unity sux
If you don't know how to program, this is fine.
If you do, you're better off being an enginedev and using boilerplate libraries like SDL / allegro.
Don't bother with Godot if you intend to make anything more complicated than a match-3. The architecture doesn't scale well and the tooling is a joke.
What is it about Godot that makes schizos and corporate shills shit and piss their pants so hard. It doesn't matter of course because none of you Black folk actually make games.
Unity is a bloated piece of shit riding off of its reputation as "the place to go to make games :)". I'd rather go along with
than have to make another game in Unity with all its incomplete features and cruft.
I refuse to use any engine that has a schizophrenic CEO, and a shitty GUI toolset.
If I want to write GUI code, I will simply write everything from scratch, not waste time on an obtuse system, I want something that is modular, easy to use, with low footprint, like Godot's GUI toolset, or Qt Creator GUI toolset.
I was filtered by the install manager.
GODOT 5.0 WILL FIX THAT
you already made this thread yesterday, jeet
new development in the godot saga
So Godot now has a dedicated schizo? I guess that makes it Ganker-core, every Ganker-core game and tool has a dedicated schizo.
>dedicated schizo
>now
there are multiple dedicated schizos actually, someone made a whole blog site for it.
Who /clickteam/ here?
based, making shitty games with friends was much more fun than playing them
Other than cruelty squad what games can they even port to conaoles? Maybe juan should focus on getting the engine to the point where ir can develop games people would want on consoles.
I only know of 2 games/game series on godot. Cruelty squad and strive for power. The latter being an adult game.
Theres brotato too which is a glorified web browser game. Am not aware of anything else
Wrought Flesh and Endoparasitic
ITT:
- People that did not make any games
- People that don't know how to optimize their games (that they haven't done in the first place
- People coping on a FREE engine they have never used because ""reasons""
Anyway, these threads are incredible bait. Good work, OP.
>- People that don't know how to optimize their games
you cannot optimise further than what the engine can deliver
unless you want to rewrite the engine, which is what will be needed for any performance gains
> what the engine can deliver
I think a lot of anons here are clueless and actually can't answer this question without the answer being a meme response
Pretty fricking telling that all the made up schizo shit is being fronted by unitygays.
>"BLAME uh.... UNITYgayS! YES, THEM!"
Already shouting at clouds?
It's good for small (like really small) games. But not worth getting into it unless you don't care wasting your time learning the engine (which is a fun engine to learn tbh).
okay so what do you Black folk want me to do, make my own game engine?
I dont get it. They made a company for people to work on Godot and they gotta pay the people working at the company. and as its a foss software project theres gonna be bugs and iterations and sloppy code and stuff. They also can still have 8 mil but be cash flow negative and see the need for more money in the future so they gotta to something about it
That OP looks like either a woman or a troony and she/it sounds like theyre out for attention anyway. I dont see anything of note here
The 8 mil wasn't even raised for godot. Some godot founders made a separate company called w4 games which was made to provide enterprise support to bigger game devs and to port godot games to consoles, since the SDKs for them are closed source and can't be included in the base godot engine (if you say any posts about how "godot is totally proprietary now guys" they were referring to this).
I don't get why so many people are so invested in this project failing, it's like they hold unity stocks or some shit.
What "bigger game devs" are using godot?
Why not focus on the engine to attract bigger game devs, but instead Juan is begging for donations after getting 8 mil for his side project that requires the engine to be good enough for "bigger game devs" to even want to use your engine in the first place.
Providing a tool to port to consoles is good, I don't think this necessarily has to be about bigger game devs.
They're focusing on enterprise support to attract game devs. No company is ever going to use a tool if there isn't some organization behind it providing paid support.
why would you want to attract bigger game devs thats like saying why doesn't linux want to beat windows
Because of this
and because Unreal is the industry standard everyone has experience with so you can get hired and thrown into a project immediately without having to learn how to use any in-house tools. AAA is all about cutting costs in the wrong places.
>The 8 mil wasn't even raised for godot
One of the guys in the thread drew an analogy that w4 is to godot as cannonical is to Ubuntu and that makes sense to me. I seriously dont get this drama. This is all very standard practice in big software projects
And to comment on that person in the thread whining about shitty code...its a Foss project. If something doesnt work and you want it to work, you go and do the due diligence to fix it. The fact that its not fixed just means that nobodys done it yet and nobody is really required to fix it anyway. The fixes rely on the support of those who want the features
I think whatserface is just making mountains out of molehills for attention
>I started to notice weird things, specifically with my interactions with --->JUAN<----
Well, there you have it.
>"Sir, the lighting is brok..."
>"Nonono light is just fine, sí"
>"But sir, it can light up the whole sce..."
>"Nonono someone else broke it, it will fix itself, sí senior"
Ah, gosh darn it! Just when I finally decided to start my dream game. Oh well guess I'll start over learning Unity... About next week.
I'm making a fully proc gen open world 3D game with chunks, animated characters and all that, and the engine is getting at least 30 fps even on lower end PCs with HDDs, with barely any optimizations. and I'm no wizard. try that with unity or unreal and it's unplayable without jumping through a thousand hoops of bloat and bad modules.
I can have all the doubts in the world about the administration of a free project, but the engine itself is not only fine, but free.
>procedurally generated
>HDDs
HDDs wouldn't slow you down at all since it's all generated on cpu or gpu at runtime moran!
you literally dont understand how engine works
>30fps
am I supposed to be impressed?
the same project would run at 60fps or 90fps on any other engine without optimisations and run on potatoes and mobile phones
that's why I pick a real engine, not a toy one like godot
ok mr. script kiddie who clearly does not know what he's talking about.
show me ONE procgen game with terrain that can be modified that runs at 90 fps on mobile, and is not made in a custom built engine and after years of optimizations by massive corporations with infinite money (aka Minecraft).
>30 fps
I've been so impressed with heaps, that I'll probably use the Shiro games tech stack if I need 3d.
Defold doesn't have that problem.
gdscript btfo
>create scripting language to speed up development
>THAT IS BAD BECAUSE THE VARIABLES DON'T HAVE TYPES
Then fricking enforce the data types in the variables you dumb fricking c**t, where is your language anyway.
only recently did godot allow data types
and it's still slow, it's still useless outside of godot
imagine if all the devs that spent years deciding gdscript's syntax spent that time on the actual engine, maybe someone could have made something with it!
>and it's still slow,
Please, show me real world use case where Godot slows own, because, one, you are talking about of ass, and two, for the average indie developer Godot is more than enough.
>show me real world use case where Godot slows own
the third person demo still runs like ass
it's clear the engine is not going to be able to do any heavy lifting just to render a city street, unless I make everything look like a PS1 or DS game
Nice benchmark, some strange values in there, they are invisible for me.
The cniles and javasirs robbed us of a world where common lisp would have fixed that.
how many pull requests or forks did op make? :^)
0
I don't build sandcastles on the beach, and I don't write code for things that will evaporate
correct, homosexual no-coders. contribute or your opinion is worthless
I write code, just not spending anytime on godot because it's a doomed ship
just like I wouldn't get on the titan submersible
it's already out and working.
what is your timeline for doomed ship? your shitty web dev framework won't last forever either anon
>it's already out and working.
0 good games
every game you make on godot would run 2-4x better on unity out of the box and beyond with optimisations
sounds like a painter problem, not a paintbrush problem dumbass
damn bro. my 1984 toyota camry was doomed from the start i should have never of even bought it since it's just going to die X years from now. there is my stance homosexual.
>damn bro. my 1984 toyota camry was doomed from the start i should have never of even bought it since it's just going to die X years from now. there is my stance homosexual.
What the frick are you on about lmao
disingenuous homosexual. waste of time talking to you. doubly so if you aren't just pretending to be stupid
what's with disingenuous teens and going
>ummm what r u talking about???
whenever someone makes the slightest analogy to demonstrate the stupidity of a stance?
>sounds like a painter problem, not a paintbrush problem dumbass
it is a canvas/paintbrush problem
unity/unreal give you a big canvas with lots of room and brushes to experiment with
godot would be the 3" notepad and pencil alternative
you really think painters will spend time drawing on the notepad when the canvas is right next to it?
that is why godot will remain with 0 good games
why would a dev choose a crippled engine?
tetris is one of the greatest games of all time.
so yes, it is a user problem.
if you made tetris in godot and unity, it'll run better in unity
same applies for all games
damn. my blocks aren't falling at 400 fps. better just not make games.
i'm not a Black person. Black folk are disgusting.
>better just not make games.
yes, stop wasting everyone's electricity with your shitty unoptimised engine and shitty slow languages
https://stratoflow.com/efficient-and-environment-friendly-programming-languages/
so it does make games? i thought it was dead anon.
godot editor is 45mb on linux by the way so if you're worried about electricity and data i think it's the engine for you
you realise I can make a 10kb program that just hogs your cpu with useless calculations and does loads of memory copying to slow everything down right?
so does godot do that?
because it runs quite well on my machine
>because it runs quite well on my machine
yeah if your game doesn't have anything happening in it or run it on a supercomputer
as soon as you add a few things, it runs horribly
Where is the benchmark you fricking homosexual
>EXE is small in disk space so it cannot be a memory hog
that anon brought up electricity and data waste first anon. why worry about data use in your program if you're not starting with your own dev environment? although he probably half asses things. just like his arguments.
so your argument is it runs like shit for you?
because it runs fine for me. so i guess the score is 1:1 dumbass.
>because it runs fine for me. so i guess the score is 1:1 dumbass.
you will never make a game people will want to play
you're all over the place now anon. wildly firing insults isn't a good look.
i hope people play your game.
benchmark, post it.
homies gonna parrot
>TETRIS IS LE BEST GAME OF ALL TIME
to look smart, then turn around and shit on modern games for appealing to wide audiences
LMAO those glitches
thanks juan
are these sonic glitches really on the engine, talk itt as been mostly about performance but the game looks like it's running at a fine pace when you can actually see the action
i'm just a moron reading the thread, I have no stake in any of this weird console war
toyota camry delivered X years of good service before it died
godot comes out of the factory dead on arrival, 0 years of good service
>Car analogy
>godot isn't doomed because despite half of it underwater, some parts of it are still floating
I also like how you make up a strawman because you know your stance makes absolutely no fricking sense.
>contribute
Why would I ever jump on a sinking ship?
>your opinion on stacking cards is invalid because you haven't build a stack of cards that is at least x high
Took 20 years for Blender to go to 2.8 when they got their shit together and released a feature-rich stable software (improved performance, improved UI, improved sculpting, etc) then another 5 years to get to 3.x.x (introduced geo nodes, improved shader nodes, etc). I'd give GODOT around 20-25 years, maybe they will improve. Until then it's a meme toy engine for people who don't value their time (generally speaking, most FOSS tools don't value user's time forcing you to troubleshoot it for hours).
>I'd give GODOT around 20-25 years
Only if the leadership changes, otherwise it'll only improve once Juan dies of old age.
What did make Unity shills so upset? Why are they swarming this board?
it's our board now godotsissies
It's just the standard TORtrannies that want everything to fail
Its just a pajeet working for Unity.
It's a good engine and everyone should use it
good talk
jonathan blow is right
Having read through the thread I'm still unclear on what the actual problem is
the problem is Ganker has a ton of schizos making threads
a friend of mine who runs a non-profit charity just confirmed that b***h is full of shit and just attwhoring, so frick her. shame about admin and money issues but I don't expect your average (non-troony) FOSS nerd to have israeli knowledge about money management.
>that b***h is full of shit
Juan's insistence on adding new functions himself and refusing any and all (major) outsider contributions are well known, even in the Godot community; what the frick are you on about?
Most of that post is a ramble about feature X having a bug or feature Y not being implemented yet. That user could save some time by taking another look at LICENSE.txt:
>THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
You are free to take Godot, modify/fix/improve it however you like, keep those changes private, release your game, make $70324327049302843902 in profit, and not owe anyone a penny.
If the team have spent donations inefficiently than that's something you could definitely criticise them for, but it hardly amounts to a scam. Anyone who doesn't like how funds are spent can simply stop funding them.
Huh. I guess it takes Juan to know Juan.
Godot gets a lot of hate, but I can't deny that it's the only engine I felt like I could confidently implement new ideas in without a tutorial. The UI is nice, the node system is intuitive, and the fact that it's FOSS/lightweight is a nice touch.
Then I open Unity and just looking at the GUI is an eyesore, I can get prototypes "working" from A to B, but the journey there feels like I could be doing a million things wrong.
I'd probably rather spend the months/years of time to learn a GUI-less game engine for a language than work in Unity's environment.
>The post basically reads as "I got lost in available options"
Lmao, skill issue
Every single Unity game I have ever played has had performance issues without the visuals to cause them. Unity homosexuals need to stop acting like their engine is amazing, it's literally the same tier as Godot at best.
I wish someone just forked the whole thing and made 3D usable.
Anyone here got any experience with O3DE?
Is it viable and performant?
building hell
it's a fork of cryengine/lumberyard, so it should run and look very good if you focus on it, it has a lot of industry support
but it's not very user friendly
the installer is huge, you can't omit parts you dont want yet, starting a new project was painful before
no idea on current state
is godot going to lose to ogre3d?
Bevy looks really good, too bad the demos and documentation are out of date.
https://arch.b4k.co/v/search/filename/GODOTLOGO.png/
>5 threads in 6 months
Meds, now
he's not wrong tho
Godot is lightweight and incredibly comfy, but the 3d physics are a joke, the UIContainer shit is kind of a joke but you can skip using it. I think move_and_slide is the work of the devil. and yeah it has problems but it's also the most fun.
as much is hate what it is currently, I hoped that it would grow to be a good toolkit. both Unity and UE are garbage to work with and are intentionally designed to set an indie dev for failure.
Any tips for learning how to make an inventory system in Godot? The game is going to be a metroidvania if that matters. I don't want to rely on watching tutorial videos any longer, I'd like to learn how to learn how to do things on my own. I've spent so long consooming that I'm having trouble kicking my brain into gear again though. The tutorials I have watched so far on the subject make me think I need to go back and just learn programming more. Tips?
learn programming more
Damn, okay. I figured that was the case I just needed to hear it.
What kind of inventory system do you want? A simple start would be to make a list-based inventory that stores items in an dictionary. Dicts have a lot of useful functions that let you sort and append/delete items. I also recommend to use a global script (singleton) for storing the inventory, and all the possible items. This way you can access the inventory from any node in your game.
Not sure yet, I suppose for now just a simple grid with each item taking up 1 spot. I like size based inventory systems like Diablo 2 but that might be out of place in a metroidvania, even if it'll have RPG elements. Thanks for the reponse though I'll start learning about dictionaries and singletons
Grid-based inventories are a bit more complex, in that you have to manage matrices for a proper implementation. But you could also make a simpler version using 2D physics (area2d nodes), a tip for this is to use the snap to grid feature in the editor for simpler placement of nodes.
Ah, well I'll start with a list and build up to that eventually then. I'll jot that advice down for when I get there though, thanks again
There is literally not a single argument against using godot for 2D games.
Shit performance
That's a canned response. Optimization and performance in general requires really in depth knowledge about both programming and the engine you're working with so 99% of the time the problem sits in front of the computer. There is not a single engine in the world that can take this job except if you're doing a completely default option game like unreal games often are.
Unity auto-atlasing materials to reduce drawcalls, automatically cuts out sprites to minimize overdraw. Automatically batches meshes and culls renderers outside of the view.
It's EXTREMLY HARD to make an unoptimized 2D game on Unity, even if you're a noob.
There are some very specific usecases where unity shits the bed, even with 2D stuff. For example, it's horrible at playing lots of videos at the same time. Or so I was told by the graphics guys at my company.
>lots of videos
Where can this even be useful in a real game?
Depends on what you call a real game. I work on gambling machines, and we still use sprites and videos for everything.
>gambling machines
Huh, interesting
why would that even matter for a 2d game, what the frick are you making that wouldn't run on a 10 year old laptop?
> 10 year old laptop
That's hardware level of 50% of Steam users
yes, exactly, why would your 2d game not run on a 10 year old laptop?
My absolutely would, and the main reason for this is because it's not on Godot.
What performance issues have you ran into with a 2d godot game?
PLight2Ds, esp when there's many of them
OP you homosexual you made this thread yesterday. Post your game or some sort of credentials otherwise you're a piece of shit complaining about game engines of all things
OP definitely wrote the schizo post that he linked to. Get help dude hahahahaha. You're comparing the lead dev of godot with a decade of git commits to a nigerian prince scam
Please save her...
>D-pad
What the frick? Godot games are all on PC.
>"DUDE, UNITY-CHAN BUT... BUT.... BLUE!"
Holy shit, they even stole the mascot, lmao
Is Unity chan a e-girl though?
Dunno, not a pedo-expert
>Unity invented chibi girl mascots
this is a website for 18+ people
>Literally no other engine besides Unity has an official mascot
>The possibility of having a Chibi mascot at all
Hm hmhmh hmhmhm hmhmhm
The state of the modern video game dev industry cannot possible get any worse.
This image is ridiculous.
There's no way they'd let anyone know what the banned words are, they would just punish you to the furthest extent of the law when you unknowingly commit a wrongthink.
This thread is a great example of why 99.999% of indie game projects go absolutely nowhere. The """devs""" are more interested in petty drama and bickering like this shit instead of just shutting the frick up and making a god damn game.
The only productive devs on Ganker are the ones shilling their game. Everyone else is just a dreamer or cuck.
It's impossible to make godot faster.
Unfortunately Godot is the best we have for Foss game engines right now
I'm still making shit prototypes in ue4
My condolences