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Godot Engine – A decade in retrospective and future

godotengine.org

91–100 of 168 posts

Re: Godot Engine – A decade in retrospective and future

#91
post #53

I wonder if Godot has a chance of becoming the Blender of game engines. From the way it is growing it's starting to look like a real long-term possibility to me, especially for the smaller game studios.

A real draw for me is working with C++ in it, since both Unity and Unreal appear to favour managed languages (C#, some JS variant, some weird Python style thing, etc.) No real reason for preferring C++ except I want to learn it, and my pet project is a little game rather than yet another web app/thing that renders DB records to HTML/thing that takes one JSON blob and turns it to another. I never did computer science…

I never did computer science

Trust me, C++ is far from computer science (as in, the actual science). You might even be at an advantage if you're more of a hands-on person than a mathematician.

Re: Godot Engine – A decade in retrospective and future

#92
post #37

Earlier quoted context omitted.

I'm not a Godot user, I'm a Unity user, but the fact that you don't have to pay is one of the big draws of Godot. Unity Pro is $150/month per seat. The fact that it's open source is also big, because there are often bugs in the Unity engine that I can't fix since I don't have source access. A lot of devs also like jumping on new technology because it feels good to learn new things. Oh and then because it's open sourc…

I wonder why this discussion always falls to Unity and Godot; Unity source is not available, while Unreal Engine source is. Unreal also has more features available than both engines out of the box, as far as I am aware. I don't want to sound like an advert, but the shading and Blueprint systems in UE4 are extremely intuitive and easy to work with, and the C++ is definitely managable. I've never used Godot, but the la…

The core benefit of unity over unreal is that it has community momentum. There are more tutorials, documentation and things available in their store. I prefer unreal myself, but those are things that are hard to combat against without epic making a more conscious effort.

Re: Godot Engine – A decade in retrospective and future

#93
post #30

It seems like some of you have some real love for Godot. How come you decided to use/recommend Godot over Unity when it was less mature? Was it much better along some axis that Unity didn't provide? What makes it better along that axis? Usually happens when something is 10x better at something new that people care about that the incumbent is blind to or is structurally incapable of addressing. I'm just wondering what…

In a lot of ways godot handles 2D sprite based games better. The easiest way to explain it is that in unity it's a 3D game acting like a 2D game, in godot it really is 2D. I've made a few game jam games in both, and got up and going much faster with godot, but the tutorials and documentation were lacking. But it installs right away, takes up very little space and we managed to get sprite based games up and running in less than a day. There were quirks and things that need to change, but on the whole I'm very hopeful for what godot becomes.

Re: Godot Engine – A decade in retrospective and future

#94
post #64

Earlier quoted context omitted.

I often wondered if that's the curse of building a horizontal product where you're trying to satisfy multiple types of users with different jobs to do (typical in enterprise products) Or if it's just an inherent complexity in the actual job. Or if it's an issue with management and product managers that can't decide which users to service, so they do the easy, but wrong thing and try to service them all.

Conway's Law (which of course is not really "law") would suggest the last option is the most likely. Given that other game engines don't really have this issue the other two options seem less likely to me too. [0] https://en.wikipedia.org/wiki/Conway's_law

Unity does have a lot of offices in different cities, maybe you're on to something.

Re: Godot Engine – A decade in retrospective and future

#95
post #74

Earlier quoted context omitted.

I'm not asking for support. Godot could definitely go the for-profit route and charge for cloud builds and other features like Unity does. I just want to make sure that if I invest in learning the tool as well as I know Unity that it'll be around for the next few years.

> that it'll be around for the next few years. How is continuing development not "support"?

Continuing development is continuing development ... support is answering questions on forums, responding to issues on github, community management, that sort of thing.

Re: Godot Engine – A decade in retrospective and future

#96
post #37

Earlier quoted context omitted.

I'm not a Godot user, I'm a Unity user, but the fact that you don't have to pay is one of the big draws of Godot. Unity Pro is $150/month per seat. The fact that it's open source is also big, because there are often bugs in the Unity engine that I can't fix since I don't have source access. A lot of devs also like jumping on new technology because it feels good to learn new things. Oh and then because it's open sourc…

I wonder why this discussion always falls to Unity and Godot; Unity source is not available, while Unreal Engine source is. Unreal also has more features available than both engines out of the box, as far as I am aware. I don't want to sound like an advert, but the shading and Blueprint systems in UE4 are extremely intuitive and easy to work with, and the C++ is definitely managable. I've never used Godot, but the la…

Last time I checked, the 2D features of Unreal were abandoned. Godot and Unity have both very nice 2D features and I would say that 2D is simply more manageable for a small indie game by a single developer.

Re: Godot Engine – A decade in retrospective and future

#97
post #30

It seems like some of you have some real love for Godot. How come you decided to use/recommend Godot over Unity when it was less mature? Was it much better along some axis that Unity didn't provide? What makes it better along that axis? Usually happens when something is 10x better at something new that people care about that the incumbent is blind to or is structurally incapable of addressing. I'm just wondering what…

I used Unity in a work environment for about a year and a half, so I feel like I have a reasonably informed, if potentially a little outdated opinion, since that experience was some years ago. Whilst Unity is generally more mature there definitely are areas where I strongly prefer Godot. (Disclaimer: I am a FOSS nerd) First up the added Unity maturity isn't always as helpful as you'd expect. There were many areas tha…

Thanks for the insights. You comment about VCS resonates with the workflow experience in data science. Jupyter notebooks aren't conducive to collaboration.

I'll have to check out Godot's note system, and it seems like when everything can be represented with the same thing, you have the ability to refactor your code as it resizes and scales.

Re: Godot Engine – A decade in retrospective and future

#98
post #24
post #23

We've just switched to Godot from Unity 2 months ago (we're doing VR), and I will never go back.

I’m curious as I’m playing around with these myself and trying to make a decision from a beginner’s perspective (right now I’m just rolling my own from scratch with libsdl, to get to grips with C++ and the fundamental concepts). What sold you on godot over unity?

Other than it being open-source and light-weight, I liked the fundamental concepts more. Also, GDScript let's you iterate much faster than C# and is sufficient for most cases. If not, you can still switch to C# or any other language (there are bindings for quite a few now).

Re: Godot Engine – A decade in retrospective and future

#99
> The new rendering architecture will also allow companies working on console ports to more efficiently port the engine and offer our users the possibility of running their games on the most popular game consoles (something we will, unfortunately, never be able to offer officially due to legal reasons, thus forcing us to cooperate with companies porting it on their own).

I didn't quite understand that part. What legal reasons prevent them from making ports for consoles? Do consoles ban open source projects?

Also, are they planning to use some translations layers like for DX12 and GNM from Vulkan when working with Xbox and PlayStation? Would be nice if gfx-rs could offer a GNM target for the Vulkan portability option.

Alternatively, Sony and MS can of course start offering an option to use native Vulkan, as they should have from the beginning.

Re: Godot Engine – A decade in retrospective and future

#100
post #30

It seems like some of you have some real love for Godot. How come you decided to use/recommend Godot over Unity when it was less mature? Was it much better along some axis that Unity didn't provide? What makes it better along that axis? Usually happens when something is 10x better at something new that people care about that the incumbent is blind to or is structurally incapable of addressing. I'm just wondering what…

For me the first reason was the open source nature of the project. But the more i've used it, the more i've really started to love the node system and editor workflow. I have to be honest, i've never used unity and don't have much interest in it, so I cant compare.

The choice to move the projects i've been working on to godot though was after setting up some sprite animations I'd set up previously manually using Sfml. What took me almost two weeks originally took me 30 minutes to redo and improve upon using godot.

Also, sort of insiginificant but, I really enjoy the way you can enter equations into any input box that accepts a number and it'll solve it for you automatically. The only other software I've used that does this is alphacam and it's such a handy feature I really miss it when it's not there.

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