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It’s time to make that indie C# game in Godot

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111–120 of 228 posts

Re: It’s time to make that indie C# game in Godot

#111
What if I want to create my own Roblox, how would I do that here? Is there a 3d engine/game engine where I can tweak the editor and distribute to my end users?

The point is so that I can lean on the community to create the content and I would just focus on maintaining game servers, and adding moderators.

Re: It’s time to make that indie C# game in Godot

#112
post #44

Yes indeed, it's time to move from Unity to something else because I don't want to pay for that kind of people's salary: > Devs not baking monetisation into the creative process are “fucking idiots”, says Unity’s John Riccitiello https://mobilegamer.biz/devs-not-baking-monetisation-into-th... If he talks in public like that, imagine how this guy talks to his employees behind closed doors...

Or calling developers "code monkey" like in Vancouver

Re: It’s time to make that indie C# game in Godot

#114
post #103

Earlier quoted context omitted.

Do you have an actual specific disagreement with c# or are you just venting because you are not familiar with the language? C# is a robust language with a lot of features like lambdas pattern matching etc. I also find that most of the people who know Swift are Apple developers, so I feel like there isn't a broad enough appeal especially for game devs who are going to be more Windows or Linux centric.

Yes, I know C# reasonably well. I use it in Unity for game development, where it is the only option. C# is better than many alternatives, but Swift is simply a better language in every regard. C#'s GC is a constant issue for games, and it makes using things like LINQ nearly impossible since it does so much allocation. Swift is designed around automatic reference counting instead. C#'s structs work weirdly and are har…

Dotnet Core is significantly faster than the old version of mono that Unity is currently stuck on.

They've recently announced that they're finally upgrade to .net core over the next couple years, so that should help out a lot. https://blog.unity.com/technology/unity-and-net-whats-next

Re: It’s time to make that indie C# game in Godot

#115
I'm so happy that I saw this coming and have been head first in master branch in order to be ahead of the curve. I have lots of things to learn still in 4 but I see clean piplines using latest formats like dynamic gltf in scene reload, meaning direct blender(et al)-godot pipelines. Global illum is so off the charts pretty. Perf is a pain point but when you start using multimeshinstances things make more sense. Updates sometimes corrupt scenes, keep your source of truth models in gltf 2. Shader language wizards are the future. Vulkan is the coolest thing since sliced bread.

Context: My game project has been going since 2013, on godot since 2018.

Re: It’s time to make that indie C# game in Godot

#116
post #56
post #39

Earlier quoted context omitted.

As someone who uses Unity professionally to make a 2D game, here are some key areas I find godot lacking vs unity: - Scalable text support a la TextMeshPro (sdf-based rendering) - the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code - the built-in tile editor is very painful in my experience. the UI is clunky an…

> - gdscript's heavy reliance on "magic" strings and lack of type-safety throughout Yikes. I was like "eh, I could get over that for a good dev framework" until I hit this one. Dealing with that kind of thing is like driving a car with hexagonal wheels.

It's actually not as bad as it sounds. There are generally 2 cases where these come up.

1. As a hack for not having functions as first class objects in GDScript - you'd refer to the function by string name. This definitely felt very hacky, but it's been resolved in 4.0, and now we have first-class functions!

2. For some things that other languages would handle as enums. This is also a problem, but it's not nearly as bad as you'd think, because it's generally fairly readable - stuff roughly like `is_key_down("key_left")` - and because Godot's autocomplete is good enough to suggest only the appropriate strings.

Re: It’s time to make that indie C# game in Godot

#119
post #3

With 4.0 getting more and more advanced features [0] and Unity merging with an Ad company [1], Godot is looking like it could be an attractive proposition for a lot of Unity shops. [0] https://news.ycombinator.com/item?id=32003065 [1] https://news.ycombinator.com/item?id=32081051

Godot is really cool, but a clear and publicly delineated path to console distribution (and not "go talk to these guys", as they currently do) is going to be necessary to get material interest out of most of the gamedev space.

Re: It’s time to make that indie C# game in Godot

#120
post #91

Earlier quoted context omitted.

What's wrong with .NET core? It's the future of .NET afaik and it has multiplatform support and it's open source. > .NET (Core) -- A cross-platform and open source implementation of .NET, rethought for the cloud age while remaining significantly compatible with .NET Framework. Used for Linux, macOS, and Windows apps.[0] [0]: https://docs.microsoft.com/en-us/dotnet/core/introduction

I think gp is saying that since it switch from mono to core before you will be able to finish a game, you might have a bad time when they switch implementations.

It's certainly possible that that's the case, but I've seen a lot of projects go from Mono to .NET Core without much of a hiccup, too.

Probably worth pricing in some slack time to deal with it if it's a problem, but I struggle to think of changes from Mono to .NET Core which would be threatening to the ability to finish a project.

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