A month ago I would have smiled at this blatantly made up troll post.
After two weeks of using Godot and interacting with Godot's devs, I now know it's actually just a copy-paste of reality.
oof, it's over for godottards
they saaid bolt physics would be the saviour of godot
it can barely handle a handful of boxes before it collapses on the ground, gasping and wheezing for air
If you were smart and actually making a game as a dev (which you aren't), you would have a way to not have a single rigid body per potato, especially for the potatoes you can't reach.
You would simply have like 2 layers of potatoes that are rendered as physical objects, and that's for the potatoes around you directly. The rest would be rendered as voxels, until they need to be summoned as potatoes. With that in mind, you could easily make it so you don't have more than roughly 20~30 colliding potatoes at once.
And since you're making a VR game, performance is crucial, and you WILL use tricks to get those stable 120 FPS going.
>meanwhile in unityland
On the same fricker's PC and his own words "sometimes drops to 50"
https://twitter.com/Saulcava1/status/1705896155249328206
the stupid motherfricker doesn't even show the framerate
Implying you wouldn't make the most energy inefficient, unclean car possible just to see the ecologist cucks cry as you frick mother nature in the ass.
8 months ago
Anonymous
thats a good point, godot should be banned internationally simply cause it wastes so much power
imagine your steam deck's battery suddenly draining 5x faster cause you're playing some indieshit on godot
8 months ago
Anonymous
Wasn't Jonathan Blow(the speaker in link) making his own programming language while completely ignoring everybody with more expertise than him. And he has nothing to show for it.
8 months ago
Anonymous
>And he has nothing to show for it.
it's over...
8 months ago
Anonymous
Jonathan Blow would be a cool dude if he didn't literally break down in tears every time some random black dude criticized his game.
8 months ago
Anonymous
>posts a guy who cried like a b***h because a black guy had fun with his artsy farsy indie platformer
If you need to borrow other people's opinions, at least don't choose someone so pathetic
8 months ago
Anonymous
>Jonathan Blow
LOL
8 months ago
Anonymous
Maybe don't use second grade gaming option, you fricking switch gay.
8 months ago
Anonymous
>terminally pretentious dude who's known for one (1) weak ass gimmick platformer from literally 15 years ago that critics only liked because it had a mEsSaGe
Yeah, I don't think I'll listen.
Legitimately my only concerns with this car are crumple zones, airbags, and seatbelts. If those don't pass safety standards that's a deal breaker, that and if my insurance would allow this. But outside of that, This looks incredibly easy and cheap to repair, doesn't have a bunch of worthless internet features I don't want unless I personally put them in, and probably wouldn't take much gas to run, meaning I'd have more money to spend on my hobbies (like video games), a modular radio (just put in a separate music player into a slot and clamp it in with something lol), and have the pride of something I made myself that gets me to work just fine. Good conversation starter too. Like, I don't get how some of the text on this image is supposed to be a diss, I would LOVE a car that's easily user repairable.
Unity's implementation of ECS is absolute garbage tho. Absurdly heavy and over-complicated, with a shitton of boilerplate code that has no reason to exist... AND it make half of fricking everything bug to hell and beyond when you converted your scenes to entity mode.
Make your own "ECS at home" with just Burst&Jobs, and you will get the exact same fricking performances, with none of the hassle. It's *that* fricking bad.
>gamedevs post legitimate criticism of godot >godottards: WE'RE UNDER ATTACK!!! AAAAAAAAHHHHH!! IT'S THE UNITY AND UNREAL SHILLS ISN'T IT!!
never change lol
it's unity indie devs who are so invested in their cashgrab scam engine that they have to double down on shitting on godot because they have to justify their decision not to port their game to a better engine (which incidentally, godot is better for the sole reason of being open source)
they can't do it with unreal because they're too stupid to port it to unreal in the first place
I'd be surprised if the multi-billion dollar industry engine wasn't higher tech in some areas. That said, most unity games don't require that kind of heavy physics simulation.
>That said, most unity games don't require that kind of heavy physics simulation.
almost all games benefit from physics simulation, which can be used for visuals as well as gameplay. the only reasons it's not done is labor and performance requirements. a good physics engine greatly reduces both
The people that use Unity are cheap ass frickers that didn't want to pay Unreal the 5% royalty after a sales quota compared to Unity's flat professional license.
So among the free shit on the market
O3DE, is based on Cry Engine and has terrible documentation, and so atrocious to work with that Amazon of all companies made it open source. Let that sink it. Amazon would rather just piss it into the wind then try to make money off of something they bought. Don't forget that Crytek also tried to make money like Unreal with Cryengine and it failed because nobody wanted to use it.
Stride(Xenko) is C# based and kind of halted in progress
Torque3D is C++ based and still kicking I think but also somewhat forgotten
Which leaves Godot where it has the bare minimum baby friendliness.
working in c++ is miserable, the language can't even settle on a consistent declaration syntax, but you're entirely correct that godot is an even worse alternative.
Why are Unity devs trying to run a smear campaign on Godot when Godot will clearly never take market share?
Fun fact: you can legally use assets purchased from the Unity store in Godot.
Another fun fact: devs of Phasmophobia, a Unity game, have said that they can't enable GI because of performance reasons, meaning that we're stuck with pure black #000000 shadows in a room with the light on. And yet Unity shills will tell you that it's a good engine.
>Why are Unity devs trying to run a smear campaign on Godot when Godot will clearly never take market share?
Yeah, just like Blender never took Maya's and 3D Studio Max marketshare... Oh wait
Autodesk kept raising the price of their software to absurd heights and then they made everything subscription only because they cater towards corporations. Blender caught on because there was no alternative for normal people but Autodesk doesn't even want those people as customers. There are better and free to use engines than Godot.
>does it support C#
yes >can export to consoles?
no
it also only supports windows as a development platform which unironically is a hindrance considering most game devs are neckbeards or have programming socks.
You are moronic. Blender isn't even more popular, but if it was it would be because it's free for hobbyists whereas Autodesk's stuff requires a paid license. This logic doesn't work for Unity vs Godot because Unity has a free version for hobbyists.
I'm not even saying Godot is a bad engine btw, just that it will never be remotely close to a market leader. Do you think companies pay for a premium for the product itself? No. They pay because it means they will have support. Which is why Autodesk's suite is still more popular than Blender despite the fact Blender is really good.
>They pay because it means they will have support. Which is why Autodesk's suite is still more popular than Blender despite the fact Blender is really good.
Blender has a support tier though, specifically for companies/studios to have closer direct access to the devs.
>Le heccin open source toy engine >Mindbreaks Ganker as bad as BOTW
We're at daily thread levels of seething. Says a lot about the people on this board
Reminder that hollow knight had to be completely rewritten for consoles because the original code ran too slow
In Godot you at least have the option of doing that rewriting in C++ or Rust instead of a bastardized and limited form of C#
That's because the original team used visual scripting and were mostly artists with minimal coding experience, for the consoles they hired a proper team
And despite that it was highly successful. Performance clearly doesn't matter that much, especially not to people who use Unity which has a lot of inherent unfixable slowness.
If you want to make high performance cutting edge games you don't make stuff in C# on top of poorly maintained Danish crap with all the associated GC spikes and unfixable performance issues (good lucky using Unity's UI in VR!)
>Le heccin open source toy engine >Mindbreaks Ganker as bad as BOTW
We're at daily thread levels of seething. Says a lot about the people on this board
Way too fricking late, his big moment has passed.
Got half the market handed on a golden plate to his FOSS project. Instead of carefully caring for occasion he and his team somehow got into their head that they had won the war forever and didn't need to even pretend to do anymore effort.
Now he realized his once-in-a-lifetime opportunity is over and nearly no one decided to stay, and is desperately trying to make amend to an empty room.
>empty room.
The people that actually know what they are fricking talking about would have written their own engine or have made their own fork of the engine already if it actually impacted them enough and they had the knowledge.
But no, it is easier to repost a blog where the developer answered its claims, one of which was an extreme fringe case they were already looking at, and the blog writer was agreement with and just linked the thread in his blog instead of retorting it if he genuinely belived in his claims.
Dogging on the speed or lack thereof or GC is also moot to any fricking practical use for it. A fricking moron will keep dogging on about how it can't handle 10 raycasts when the average project will look handle them anyways https://youtu.be/Uj073n1rvHo?si=Cimcx3ZbZEvEi1CD
?si=TR-XqgHMTdKWcXc-
It is almost reminiscent of this tweet making its rounds here back in fricking 2012.
https://twitter.com/ID_AA_Carmack/status/193480622533120001
>and they had the knowledge.
actually we do, but we know it would be a 5 year project before the engine is really a good replacement, and none of us can afford to or want to work that long
>They didn't care about it before Unity cucked everyone... how weird
Nothing weird.
90% of Unity's userbase jumped on Godot those past weeks, thinking it was their savior.
It wasn't.
Not they can finally shut up Godotgays who have spent the last few years shilling their mediocre stuff every time there was a discussion about proper game engine.
whoa whoa whoa buddy, w-why do you need a bunch of physics for? nobody needs more than 10 rigidbodies at once and 5 raycasts per frame
A month ago I would have smiled at this blatantly made up troll post.
After two weeks of using Godot and interacting with Godot's devs, I now know it's actually just a copy-paste of reality.
He's still a stupid motherfricker that can't even use OBS.
https://twitter.com/Saulcava1/status/1705896618141081606
https://github.com/godot-jolt/godot-jolt
Just use extensions bro.
oof, it's over for godottards
they saaid bolt physics would be the saviour of godot
it can barely handle a handful of boxes before it collapses on the ground, gasping and wheezing for air
anon no! you will scare the subhuman
Wait this is actually an open source physics engine. Why don't the godot dev just integrate it into godot?
they are soon
but it's still slow compared to real engines
no, it's a vr game and I need lots of rigidbodies so you can shovel potatoes into a truck
If you were smart and actually making a game as a dev (which you aren't), you would have a way to not have a single rigid body per potato, especially for the potatoes you can't reach.
You would simply have like 2 layers of potatoes that are rendered as physical objects, and that's for the potatoes around you directly. The rest would be rendered as voxels, until they need to be summoned as potatoes. With that in mind, you could easily make it so you don't have more than roughly 20~30 colliding potatoes at once.
And since you're making a VR game, performance is crucial, and you WILL use tricks to get those stable 120 FPS going.
>and you WILL use tricks to get those stable 120 FPS going.
yeah, I will use unity dots and it will run fine, even at 120fps
unlike your fake potato game that can only do 10 rigidbodies on a non potato computer
PLEASE GODOT SIR DO THE NEEDFUL AND FIX PHYSIC PLEASE SIR PLEASE I NEED THE PERFORMANCES
yes
unitysisters...
see
It's funny how most examples don't reach 120 FPS on a 4080 and a 500+ bucks CPU.
The engine won't save your moronic pajeet ass.
BLOODY BASTARD YOU MUST INSTALL THE PLUGINS b***h
every kind of shill is going against godot
even more reasons to use it
go ahead, you can make your impressive 10 rigidbody game
cope. seethe. dilate.
things godot can never do
https://www.reddit.com/r/godot/comments/16r2so8/i_tried_godot_flecs_ecs/
>still coping, seething, dilating
you don't have to oversell godot to me, I'm already using it 🙂
https://twitter.com/Saulcava1/status/1705896618141081606
Just use extensions bro.
Plug In all of Godot's loose holes
They're in the process of adapting Jolt officially. This won't be an issue soon.
see
it's still bad
meanwhile in unityland
but juan says
https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine/
>meanwhile in unityland
On the same fricker's PC and his own words "sometimes drops to 50"
https://twitter.com/Saulcava1/status/1705896155249328206
the stupid motherfricker doesn't even show the framerate
unity runs far better on the same hardware
unity wins
I'm making a potato farming game
https://www.youtube.com/shorts/1Vx3WhZpf6s
Then if you're not a pajeet, you create an animation for it. Just like the industry as a whole has been working for decades.
free vs
Fee per computer per year plus installs plus tax increasing every year from now on
when do you start making your car?
ngl i'm so jealous of people with shitboxes
i want a non internet tracked car
Implying you wouldn't make the most energy inefficient, unclean car possible just to see the ecologist cucks cry as you frick mother nature in the ass.
thats a good point, godot should be banned internationally simply cause it wastes so much power
imagine your steam deck's battery suddenly draining 5x faster cause you're playing some indieshit on godot
Wasn't Jonathan Blow(the speaker in link) making his own programming language while completely ignoring everybody with more expertise than him. And he has nothing to show for it.
>And he has nothing to show for it.
it's over...
Jonathan Blow would be a cool dude if he didn't literally break down in tears every time some random black dude criticized his game.
>posts a guy who cried like a b***h because a black guy had fun with his artsy farsy indie platformer
If you need to borrow other people's opinions, at least don't choose someone so pathetic
>Jonathan Blow
LOL
Maybe don't use second grade gaming option, you fricking switch gay.
>terminally pretentious dude who's known for one (1) weak ass gimmick platformer from literally 15 years ago that critics only liked because it had a mEsSaGe
Yeah, I don't think I'll listen.
>he's never dropped a cheap engine in an old frame
Never even lived.
Legitimately my only concerns with this car are crumple zones, airbags, and seatbelts. If those don't pass safety standards that's a deal breaker, that and if my insurance would allow this. But outside of that, This looks incredibly easy and cheap to repair, doesn't have a bunch of worthless internet features I don't want unless I personally put them in, and probably wouldn't take much gas to run, meaning I'd have more money to spend on my hobbies (like video games), a modular radio (just put in a separate music player into a slot and clamp it in with something lol), and have the pride of something I made myself that gets me to work just fine. Good conversation starter too. Like, I don't get how some of the text on this image is supposed to be a diss, I would LOVE a car that's easily user repairable.
>outs himself as pejeet
you can't make this shit up
>if you dont like low quality broken things, you're a pajeet!!
another pathetic take from Ganker
If I make it now, the time it will take to pass all regulations in my country I'd be dead of old age.
>only 8k
?si=NHI40TIvvnpKyoAb
Creation Engine 2 confirmed best engine for handling 10,000 poorly optinized milk carton models.
Hail Todd.
that was back in 2020 on old hardware
it can actually handle a lot more
?t=303
Unity's implementation of ECS is absolute garbage tho. Absurdly heavy and over-complicated, with a shitton of boilerplate code that has no reason to exist... AND it make half of fricking everything bug to hell and beyond when you converted your scenes to entity mode.
Make your own "ECS at home" with just Burst&Jobs, and you will get the exact same fricking performances, with none of the hassle. It's *that* fricking bad.
Why Jolt and not Physx?
Why does it seem that the people who are shitposting about Godot are employees of Unity?
>gamedevs post legitimate criticism of godot
>godottards: WE'RE UNDER ATTACK!!! AAAAAAAAHHHHH!! IT'S THE UNITY AND UNREAL SHILLS ISN'T IT!!
never change lol
You sound like a troony.
Its not "legitimate criticism" if you choose to act like typical Gankerermin fishing for (You)s
>legitimate criticism
Fix your eyes
maybe you should start speaking like a human and not a Ganker shitposter
Nah, it's just Ganker. This place is a crab basket.
They are chinks who are working at tencent for ten cents per hour.
they are pejeets, they are employed by gayman and hate open source
Third worlders are paid a premium penny per hour to shit on FOSS. Corporations fricking despise FOSS for obvious reasons.
It's pretty obvious lately.
it's unity indie devs who are so invested in their cashgrab scam engine that they have to double down on shitting on godot because they have to justify their decision not to port their game to a better engine (which incidentally, godot is better for the sole reason of being open source)
they can't do it with unreal because they're too stupid to port it to unreal in the first place
>makes Gankertards seethe
I'm decided. Godot is the correct engine to use.
*installs unreal*
unity is dead, cope
Only a shit dev would ever have that many physics objects colliding with each other.
SIRS!
PLEASE DO NOT BE INSTALLING GODOT SIRS!
DO THE NEEDFUL AND KEEP USING UNITY!
>1000 physics bodies all acting on one another makes the program run slow
User error. Issue closed.
here the freetard demonstrates the problem with open sores, in a nutshell
moron is running the game on 1 core through a virtual machine.
The fact that it even works is amazing.
I'd be surprised if the multi-billion dollar industry engine wasn't higher tech in some areas. That said, most unity games don't require that kind of heavy physics simulation.
>That said, most unity games don't require that kind of heavy physics simulation.
almost all games benefit from physics simulation, which can be used for visuals as well as gameplay. the only reasons it's not done is labor and performance requirements. a good physics engine greatly reduces both
Works on my machine :^)
?si=dIfI2akaj3GXPcHA
TODD SAMA
I KNEEL
the sound really ruins that moment
it does not sound like a room full of tp unloading
bethesda games are always full of janky crap that ruins the feel
why didn't people just move to unreal when unity shit the bed? the whole godot thing is weird it's like everyone quitting Windows to move to Gentoo
Because moving from Unity to Unreal is just replacing israeli spyware with chinese spyware.
The people that use Unity are cheap ass frickers that didn't want to pay Unreal the 5% royalty after a sales quota compared to Unity's flat professional license.
So among the free shit on the market
O3DE, is based on Cry Engine and has terrible documentation, and so atrocious to work with that Amazon of all companies made it open source. Let that sink it. Amazon would rather just piss it into the wind then try to make money off of something they bought. Don't forget that Crytek also tried to make money like Unreal with Cryengine and it failed because nobody wanted to use it.
Stride(Xenko) is C# based and kind of halted in progress
Torque3D is C++ based and still kicking I think but also somewhat forgotten
Which leaves Godot where it has the bare minimum baby friendliness.
working in c++ is miserable, the language can't even settle on a consistent declaration syntax, but you're entirely correct that godot is an even worse alternative.
C++ is as flexible as you are, if you find it hard to work with C++ means you dont know how to program.
i can build a house with only a rock as a tool. doesn't make it a good tool.
Why are Unity devs trying to run a smear campaign on Godot when Godot will clearly never take market share?
Fun fact: you can legally use assets purchased from the Unity store in Godot.
Another fun fact: devs of Phasmophobia, a Unity game, have said that they can't enable GI because of performance reasons, meaning that we're stuck with pure black #000000 shadows in a room with the light on. And yet Unity shills will tell you that it's a good engine.
>Godot will clearly never take market share
wait and see
Unity devs will just pay Unity 2.5% as royalty than migrate to Unreal or anything else.
Nothing will change.
>Why are Unity devs trying to run a smear campaign on Godot when Godot will clearly never take market share?
Yeah, just like Blender never took Maya's and 3D Studio Max marketshare... Oh wait
>Blender never took Maya's and 3D Studio Max marketshare
It never did.
I am sure game companies don't even bother with Blender despite it's strengths.
Autodesk kept raising the price of their software to absurd heights and then they made everything subscription only because they cater towards corporations. Blender caught on because there was no alternative for normal people but Autodesk doesn't even want those people as customers. There are better and free to use engines than Godot.
>There are better and free to use engines than Godot.
Do post some, I am curious.
Stride. Which completely copied Unity's UI and even supports VR.
does it support C# and can export to consoles?
>does it support C#
yes
>can export to consoles?
no
it also only supports windows as a development platform which unironically is a hindrance considering most game devs are neckbeards or have programming socks.
Isn't that copyright infringement?
Does it work for 2D?
stridesisters...
I never expected stride to be a serious option
>that accent
jesus christ
You are moronic. Blender isn't even more popular, but if it was it would be because it's free for hobbyists whereas Autodesk's stuff requires a paid license. This logic doesn't work for Unity vs Godot because Unity has a free version for hobbyists.
I'm not even saying Godot is a bad engine btw, just that it will never be remotely close to a market leader. Do you think companies pay for a premium for the product itself? No. They pay because it means they will have support. Which is why Autodesk's suite is still more popular than Blender despite the fact Blender is really good.
>They pay because it means they will have support. Which is why Autodesk's suite is still more popular than Blender despite the fact Blender is really good.
Blender has a support tier though, specifically for companies/studios to have closer direct access to the devs.
name 5 major films that use blender
crysis 4 can never be made in godot
it's delicious
moron
It's fine if you want to do something on the complexity of hollow knight etc.
What's the context?
Reminder that hollow knight had to be completely rewritten for consoles because the original code ran too slow
In Godot you at least have the option of doing that rewriting in C++ or Rust instead of a bastardized and limited form of C#
That's because the original team used visual scripting and were mostly artists with minimal coding experience, for the consoles they hired a proper team
And despite that it was highly successful. Performance clearly doesn't matter that much, especially not to people who use Unity which has a lot of inherent unfixable slowness.
If you want to make high performance cutting edge games you don't make stuff in C# on top of poorly maintained Danish crap with all the associated GC spikes and unfixable performance issues (good lucky using Unity's UI in VR!)
meanwhile, 16 years ago
>removed the bullet physics engine for no reason
>the developer who was working on their own in house physics engine quit
I don't understand there's no less than three good open source 3d physics engines (bullet, jolt, physX) why are they wasting time making their own?
Same reason they made a moronic version of python instead of just using python
if you are too lazy or stupid to capture your screen I'm not going to watch your shitty video, moron
Unity is greedy af but at least it's functional and commercially viable unlike this joke of an engine lmao
>Le heccin open source toy engine
>Mindbreaks Ganker as bad as BOTW
We're at daily thread levels of seething. Says a lot about the people on this board
Literally 1 tweet above he says that Unity also struggles hard with this test.
Unity drops to 53 Godot dropped to 3
juan finally submit to unitards
https://github.com/godotengine/godot-proposals/issues/7842
Way too fricking late, his big moment has passed.
Got half the market handed on a golden plate to his FOSS project. Instead of carefully caring for occasion he and his team somehow got into their head that they had won the war forever and didn't need to even pretend to do anymore effort.
Now he realized his once-in-a-lifetime opportunity is over and nearly no one decided to stay, and is desperately trying to make amend to an empty room.
>empty room.
The people that actually know what they are fricking talking about would have written their own engine or have made their own fork of the engine already if it actually impacted them enough and they had the knowledge.
But no, it is easier to repost a blog where the developer answered its claims, one of which was an extreme fringe case they were already looking at, and the blog writer was agreement with and just linked the thread in his blog instead of retorting it if he genuinely belived in his claims.
Dogging on the speed or lack thereof or GC is also moot to any fricking practical use for it. A fricking moron will keep dogging on about how it can't handle 10 raycasts when the average project will look handle them anyways https://youtu.be/Uj073n1rvHo?si=Cimcx3ZbZEvEi1CD
?si=TR-XqgHMTdKWcXc-
It is almost reminiscent of this tweet making its rounds here back in fricking 2012.
https://twitter.com/ID_AA_Carmack/status/193480622533120001
>and they had the knowledge.
actually we do, but we know it would be a 5 year project before the engine is really a good replacement, and none of us can afford to or want to work that long
https://arch.b4k.co/v/search/image/5eRlFuKTTvJxFA_YLbicyg/
holy fricking autism, OP is pathetic
>first shill post dates back to February 2021
good GOD man
I made other posts earlier, but I didn't use the picture before
how is it pronounced?
>how is it pronounced?
guh-doe
goh-doht
Goudou.
Mean dyke in French.
god ott
kys yourself
go do it
>hitting only 93 fps max on an empty scene
>that dpi scaling
kek, now try it outside a VM or with real hardware
>windowstroon
Why does every anon suddenly feel the need to tell me that Godot is bad? They didn't care about it before Unity cucked everyone... how weird
stop noticing things, you're going to ruin it for the unity shills
>They didn't care about it before Unity cucked everyone
yeah we did
>we
looks more like one homosexual spamming
>They didn't care about it before Unity cucked everyone... how weird
Nothing weird.
90% of Unity's userbase jumped on Godot those past weeks, thinking it was their savior.
It wasn't.
Not they can finally shut up Godotgays who have spent the last few years shilling their mediocre stuff every time there was a discussion about proper game engine.
>90% of Unity's userbase jumped on Godot those past weeks
lol
LMAO godot jolt can ONLY do 1700 rigidbodies at 60fps
SIR THIS PERFORMANCES IS NOT NEEDFUL SIR PLEASE
indeed, it does not fulfil the needful
how will I make my india simulator with 1.7 billion pajeets in godot which can only do 1700
Ah yes because this doesn't happen with Unity kek
yeah? lol