The only game I recognize is Ex-Zodiac, and that's solely because I liked the musician before he started making tracks for it
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The only game I recognize is Ex-Zodiac, and that's solely because I liked the musician before he started making tracks for it
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Cassette beasts showed me this was a good engine, and NOT switch compatible
>good engine
do you just lurk the catalogue all day waiting for game engine threads to repost this in
yes
ex-zodiac is the only quality godot game, and the only 3d game that godot can comfortably run
snes/psx era 3d lololol
why do gamerguyss engage in engine wars?
just play whatever is fun.
engines are different but every engine, or even no engine, has fun games.
you don't ask a cook how his kitchen looks if he gave you an awesome cake.
his skills produced it. same here.
t. /agdg/
I'm just asking why this cook hasn't produced any awesome cakes. I'm legitimately asking /why/, not shitting on it.
my obvious analogy means devs are the cooks. engines are kitchens.
brotato, halls of torment, cassette beasts and cruelty squad were huge financial successes whether or not you like them. they're objectively good. so put this to rest.
>they're objectively good.
the engine objectively isn't, and no self respecting chef would waste time trying to cook in that shitty kitchen
>objectively bad
is slay the spire bad?
because the devs objectively switched to it and donated 100k after the unity fiasco.
/agdg/ says "Just like make game"
nothing else matters.
your identity, your country, your engine, your methods, the time it took.
you create a GOOD game. that's all that matters.
everything else is cope by nodevs.
>engines are kitchens.
They're ingredients like any other part of it. The kitchen is the studio and its tooling and development pipeline.
>they're ingredients
no, that's the code/art
you prepare til they're edible and tweak to taste
the kitchen gives you the space/tools for that to happen
You don't work in an engine, you work in the tools developed for it.
The engine is like active yeast. Slapping a bunch of other ingredients together, no matter what tools you use to do it, doesn't do shit unless there's an engine in there somewhere giving it cohesion and animation.
A shitty engine limits you with a ceiling.
like a kitchen.
bad production pipeline will just take longer. it can still produce anything.
technical discussion is only relevant to devs, most of those threads aren't by devs. As a godot dev I know it has its shortcomings(moreso in 3d than 2d) but it let me create a bame which I couldn't on unity and that's THE ONLY important thing.
the gamer doesn't care what's under the hood if the game is good.
>it can still produce anything.
you cannot cook a roast turkey if you only have a 20cm oven
if you tell godot devs this, they will say: WHY ARE YOU COOKING A TURKEY FOR?! YOU SHOULD BE EATING PIGEONS AND RATS, JUST LIKE ME, YOU THINK YOU'RE GORDON RAMSAY OR SOMETHING?
You can modify any engine to be anything you want. What you look at instead of its limits is its potential to do what you need and how much effort it would take to transform into something usable, like an ingredient.
You do that in devops, which is your kitchen. Your hardware, your IDE and tool chain are where you make things happen. Those, you get set up just right and it becomes your domain of productivity. You can slice up any engine you want with those cutting boards and knives, and you can stuff in or cut off whatever you need to make your dish with that engine as the main ingredient.
Sometimes engines come with tools for your kitchen, which are often shitty and you have to replace with your own anyway. Sometimes they're actually useful, too, but the tools are not the engines themselves no matter how inseparable they are.
Engines are ingredients. The main ingredient.
you can also modify your food processor to be faster or have sharper blades
doesn't mean the food processor goes into the final meal for the customer, it's not an ingredient
if anything a engine could be a plate/bowl the meal is served on
you cannot serve a turkey on a tiny tea dish because it's not appropriate, just like how godot isn't appropriate for 3d games
but ultimately the dish/knives/fork go back into the kitchen with the rest of the utensils/tools because they are for utility for getting the food/game into your stomach
>you don't give your customer the tools you used
Do you think that the engine libraries distributed with your program are just "assets"?
Do you really?
they are just the framework for the actual content to live in
just like a bowl holds the food until you consume it
the forks determine how quickly the food enters your belly, a bit like the engine delivering 60fps into your eyeballs
engines are utensils, and they are part of the kitchen, along with the rest of the toolchain
>they are just the framework for the actual content to live in
They provide functionality for the "actual content". They are the video game; the engine that gives it all motion and interactivity.
You're distributing that to your client. It's not a tool.
I'm pretty sure you're too moronic to have this argument with, so I'm just gonna leave you be.
>functionality
yes, through structure, the whole point of bowls is to provide structure, so the food isn't on the floor, or all mixed up before consumption
>You're distributing that to your client. It's not a tool.
it's a utensil
just like supplying a bowl/spoon/fork to deliver the content and help them consume it
an engine is most analogous to this
telling someone to use godot is like telling a chef to go cook in a tiny room where there's no space to turn around, the fridge is tiny, and the utensils are rusted or missing
then when the chef complains about the tiny room, you say: "but it's free" or call him a "unity shill" or say "b-b-but you weren't gonna cook anything good anyway, this kitchen is enough"
meanwhile all the good chefs stick with unity and unreal
godot deserves to be mocked til the end of time, especially when they still make massive architectural frickups, insist that it's the best way and refuse to fix things for YEARS
https://sampruden.github.io/posts/godot-is-not-the-new-unity/
godot 4.2 is STILL as slow as godot 4.0 was when it came out
w-why do you need raycasts for?! do you think you're making some kind of GAME in there?!
t. nodev noprogress nogame
I don't cast pearls before godot swine
if I learn something, it must have more than 1 use
my brain capacity is precious, unlike yours
>my brain capacity is severely limited, unlike yours
ftfy
I don't waste my brain capacity on useless knowledge, like a whole dialect just to communicate with one game engine
I have lots of useful things I'd rather learn instead of a dead dialect since godot is a dead engine
From what I understand using Node raycasts are good enough. It's still bullshit that code raycasts are fricked and that they have not made an effort to make them comparably preformant to Node raycasts.
To me, I can live with using Node raycasts, but it is up to you if it's worth putting up with proprietary engine bullshit over Juan's bullshit. Or be an engine dav if you want.
the engine was made by beaners
it'll never catch on
Cruelty Squad was unironically one of the best games of 2021. Highest rated game for PC Gamer that year too
Godot is honestly pretty great for making tools. Need a gooey asset editor or gotta whip up a quick batch processor? It's better than Qt.
But you really shouldn't use it as a game engine because the content management tools and strict OOP architecture are unbelievably shitty for anything larger than flappy bird.
yes, except it uses gdscript which nothing else uses, so it's just this bunch of knowledge and specific syntax you use in just one thing
Doesn't it also use C# as well?
yes, but it's a 2nd class citizen and doesn't work as well, everything is designed for gdscript first, which is a slow and specific language with 1 use
gdscript is just Python: NIH edition
it's not a burden to learn unless you're mentally challenged enough that learning another language after your first is somehow prohibitive
>gdscript is just Python
yes, it's a special flavour of python that is used nowhere else
so learning all the specifics about it are a total waste, just wasting my brain's hdd storage
just compress it and defrag your brain bro
>yes, it's a special flavour of python that is used nowhere else
yeah and if it does what you want, it was worth learning
the value of learning something new is up to you, not up to some useless consensus
holy shit zoomers are moronic
Any programmer will tell you learning some super niche language that only has one use case is a total waste of time, especially if you're new to programming. You'd be much better off learning some C language or something if you're serious about game dev, you're only limiting yourself trying to learn gdscript
>Any programmer will tell you learning some super niche language that only has one use case is a total waste of time
if you talk to nothing but pajeets and other revolving door contractors sure
any programmer worth a damn just learns and uses whatever he needs to get shit done
>new cnc / 3d printer
>gotta learn g-code
>nah frick that edge case shit lmao
>oops guess i cant ever use this now
this latest generation of compsci students is really fricking stupid holy shit
gcode is actually worth learning cause it has far more utility allowing you to make nearly anything irl vs gdscript which can only be used to make toy games for a toy engine
>toy games for a toy engine
good thing
said it was fricking useless as a game engine, because it is
it's legit just a better qt and you dont use qt for games
>better than qt
where's your benchmarks?
I bet the godot ui wastes more cpu, ram and battery than the same thing made in qt
>implying performance matters for tools
i bet that app you made in qt took two weeks of debugging undocumented idiosyncratic ui bullshit
godot devs don't even think performance matters for games
Patently wrong.
>The best programming language is the one you're working with right now
>John Carmack.
he never said that, and he would stick with c because its infinitely more useful and runs better than anything else
but you'd tell some poor kid using haskell that they can make GTA7 with it, when you are just a liar
and you're wasting his life too, which makes you a time squanderer, time he'll never get back
Go look it up, its the Lex Friedman interview from a couple years ago. Obviously, he follows that up with an explanation that C is the biggest language right now, next to java, but the point he's making is that the skill of programming translates between languages. Your example is fricking moronic. Nobody is telling a child that they can make a sequel to what will be the biggest piece of interactive media to date. I would, however, certainly tell a kid to make a rough draft of a gta 1 clone in unity, in c#, before trying to make a full 3d gta clone in unreal, in C++ and all of that would be after making flappy bird in python as a first programming project. You don't marry a programming language, you can change it up whenever you want. The fundamentals of programming is what beginners should be concerned with, learning new syntax for a new language is much easier when you have those fundamentals.
what he meant was stick with a good real language
vs people in this thread saying: hey, go learn this meme dialect with 1 limited use!
>I would, however, certainly tell a kid to make a rough draft of a gta 1 clone in unity, in c#, before trying to make a full 3d gta clone in unreal, in C++ and all of that would be after making flappy bird in python as a first programming project
lol even you dont recommend godot because you know I am correct
it is a toy engine with a toy language
>I would, however, certainly tell a kid to make a rough draft of a gta 1 clone in unity
why?
there's tons of tutorials teaching him how to do the thing he wants
why are you wasting his time on these babysteps
https://www.youtube.com/playlist?list=PLZ1b66Z1KFKi_AxdUDtVX_fHT6IqzhV55
even if he doesn't end up finishing it, at least he will know how much work goes into making a GTA game, and realise it sooner than you stringing him along for YEARS with your baby exercises
Wait until you learn that learning Python is mostly about knowing different packages used nowhere else instead of the intricacies of the language.
Only students and morons would actually program in Python.
if its good enough for darkest-dungeon-but-porn its oughta be good enough for me
Is there any game engine left for simple(r) 3d games?
I do not want to support israelitenity after the last years fiasco, and UE feels like an overcomplicated overkill for small games
they fired everyone involved with the bad direction of the past few years, they're making unity great again
dome keeper is a pretty good game that runs great. ill get turing complete when it goes on sale. cruelty squad is a gay, troon commie game. the rest seem like your typical low-effort unity shovelware/scamware.