Back when Unity was relatively new it was shilled just as hard, although that was likely actual marketers considering it's commercial but it did seem to work. Look where that shitheap is now.
It's a sepple nightmare, they had the right idea by vendoring absolutely fricking everything but still managed to involve python in their build process.
they tried to make gdscript easy to use like python but somehow ended up giving it some of the ugliest syntax ever known to man. The general workflow for everything involving signals and finding nodes is super tedious too. Then theres the lack of features, especially in 3D.
NTA, I generally agree with you, but to get a drag and drop inventory working I had to do some frickery with the signals that was not intuitive or I don't think it is how signals are meant to be used.
I'd never recommend using the non-standard language in *any* engine. Half the time they abandon support for such things down the line. Plus learning a scripting language is stupid easy anyway.
People who have never worked on a game besides a shitty 2day gamejam turd saying the engine is good. It's packed full of bugs and problems, it's garbage for 3d and every update adds more bugs. The issue tracker doesn't list even half the bugs and it hasn't stopped growing since inception.
For most of its history it's been an engine that's light, but very bad at scaling, missing basic features such as occlusion culling. Some games made with it such as Cruelty Squad suffer from massive FPS drops just by looking in a specific direction because the engine renders everything within the view frustum. The 4.0 version that makes it properly viable for 3D games only came out this spring so there are no games out there yet that can showcase its potential.
What about Godot for 2d? I keep seeing mixed opinions in that regard
It's been viable for that for a long time. The biggest issue is that you don't have as many pajeet youtube guides for how to make an indie platformer as you'd have for Unity.
For most of its history it's been an engine that's light, but very bad at scaling, missing basic features such as occlusion culling. Some games made with it such as Cruelty Squad suffer from massive FPS drops just by looking in a specific direction because the engine renders everything within the view frustum. The 4.0 version that makes it properly viable for 3D games only came out this spring so there are no games out there yet that can showcase its potential.
Reminder to never trust game engine critques from people who don't have a portfolio proving they actually know how to make games. Ganker is filled with losers who pretend to be experts on everything, even shit they don't even know the 101 of. The only valid criticisms come from people who can prove they worked with it and know what they're doing.
I worked with it. GDscript is a meme, they went all in with vulkan at the cost of low end hardware and wasm and are now trying to fix this mess, the engine is getting fat and hard to trim down to a reasonable level for mobile and html targets, fricking scons and long build times.
I followed a link on here to what I think was the Godot forums a few weeks ago that was accusing someone high up in the project, possibly the lead developer, of misappropriating funds and scamming supporters. Was there any merit to that?
The amount that it's shilled is highly disproportionate to how many games have come out with it.
Back when Unity was relatively new it was shilled just as hard, although that was likely actual marketers considering it's commercial but it did seem to work. Look where that shitheap is now.
buy an ad.
>nice lightweight engine
because the lightweight part here means lightweight in features
It’s a fun engine, but it needs that big hit to make it legit.
Casette Beasts came out and that got pretty good reviews, but they had woke shit in it and it basically killed the interest.
The Case of the Golden Idol is a great game. Brotato is a piece of shit but it's pretty popular.
>but they had woke shit in it and it basically killed the interest
I thought it was the boring mon designs
It's a sepple nightmare, they had the right idea by vendoring absolutely fricking everything but still managed to involve python in their build process.
troony autism
they tried to make gdscript easy to use like python but somehow ended up giving it some of the ugliest syntax ever known to man. The general workflow for everything involving signals and finding nodes is super tedious too. Then theres the lack of features, especially in 3D.
>The general workflow for everything involving signals and finding nodes is super tedious too.
Just say you are a moron and move on. The concept of the node tree and how the signal works is pretty straightfoward.
NTA, I generally agree with you, but to get a drag and drop inventory working I had to do some frickery with the signals that was not intuitive or I don't think it is how signals are meant to be used.
>hate
Doesn't matter now
Godot is dead
it's cozy but i wish they just used c# or c++ to begin with instead of some python c++ bastard child language like gdscript
You can literally use C# if you want. Granted, most guides and tutorials are made with GDScript in mind.
I'd never recommend using the non-standard language in *any* engine. Half the time they abandon support for such things down the line. Plus learning a scripting language is stupid easy anyway.
yeah but it takes like 4 times more code to do the same thing in csharp because the language is built around using their dsl
the engine*
Godot ignoring the man who basically made it possible
I want to try learning a game engine. Sell me on Godot. Or don't.
I was leaning toward Unreal, but honestly, I don't feel like signing up to all of Epic's bullshit.
It doesn't have any of Epic's bullshit and it's relatively simple and with an actual focus on 2D if you care about that.
It's really bad for 3d.
t. working on 3d game for 2y+
Who will be the Toby Fox or Yandere Dev for Godot?
Godot has Brotato and Cruelty Squad, they both look and run like shit.
People who don't know how to fizzbuzz regurgitating shit they read from other people (that also can't fizzbuzz) saying the engine is bad.
People who have never worked on a game besides a shitty 2day gamejam turd saying the engine is good. It's packed full of bugs and problems, it's garbage for 3d and every update adds more bugs. The issue tracker doesn't list even half the bugs and it hasn't stopped growing since inception.
What about Godot for 2d? I keep seeing mixed opinions in that regard
It's been viable for that for a long time. The biggest issue is that you don't have as many pajeet youtube guides for how to make an indie platformer as you'd have for Unity.
Name one thing it does better than Unity.
having a sane design
For most of its history it's been an engine that's light, but very bad at scaling, missing basic features such as occlusion culling. Some games made with it such as Cruelty Squad suffer from massive FPS drops just by looking in a specific direction because the engine renders everything within the view frustum. The 4.0 version that makes it properly viable for 3D games only came out this spring so there are no games out there yet that can showcase its potential.
I use frameworks tyvm
I want to make a coom game with 4.1. It surely must be able to handle 2 high poly character right?
>LOL I WILL JUST UPDATE AND PUSH THE CHANGES WITHOUT TESTING
Absolute dumbass
>updating the engine mid-project
This is like the top warning you get in dev and yet nobody listens
Reminder to never trust game engine critques from people who don't have a portfolio proving they actually know how to make games. Ganker is filled with losers who pretend to be experts on everything, even shit they don't even know the 101 of. The only valid criticisms come from people who can prove they worked with it and know what they're doing.
I worked with it. GDscript is a meme, they went all in with vulkan at the cost of low end hardware and wasm and are now trying to fix this mess, the engine is getting fat and hard to trim down to a reasonable level for mobile and html targets, fricking scons and long build times.
>update to fix a bug
>something else is now broken
This happens every fricking time, I'm losing it
I'd rather use an actually lightweight framework.
Godot's devs' blatant self-shilling backfired.
I followed a link on here to what I think was the Godot forums a few weeks ago that was accusing someone high up in the project, possibly the lead developer, of misappropriating funds and scamming supporters. Was there any merit to that?
It was a schizo troon forum mod who had personal beef with juan misgendering him/her or something