I love Godot to pieces, have used it for several games and will continue to do so. Here's what's missing: * Sane animation import toolchain. The current one from blender is enormously finicky. * Good enough pathfinding (supposed to be fixed in GD4) * Better native map support (heighmap or some sort of interior) * Fix the 2d tileset editor, doing anything interesting in it is way too labor intensive because it lacks c…
The new tile editor works much in the way you describe and people overall seem to hate it. I quite like it. I'll grant them that it's a bit weird and needs some cleanup (there's a tab that's in two places for two subtly different purposes, for example), but I still prefer it to the old version. But the workflow of designing e.g. a tile hitbox and then applying it quickly to multiple tiles is exactly how it works now.
Godot for AA/AAA game development – What's missing?
171–180 of 187 posts
Re: Godot for AA/AAA game development – What's missing?
#172Earlier quoted context omitted.
I find this hard because games often end up quite tightly-coupled, so while you don't have the pathfinding code reaching into the rendering, the rendering is usually coupled to the game object model and it's hard to make it reusable outside of a specific engine. That and the fact that AAA studios do not want to open-source anything for some reason.
That's true. That's why if I ever write another game I'm going to write it basically from scratch myself lol, true NIH-suffering indie gamedev style.
Re: Godot for AA/AAA game development – What's missing?
#173Godot is a nice engine. I did a 3D project in it during the 3.0.x era and it was by far the friendliest and easiest engine I have used to-date. I think it gets a lot of love from people (myself included) because of that. The node system is absolutely wonderful to work with and GDScript is not bad as well. It's the most productive I've been in a game engine and I regularly contemplate going all-in on Godot for the fut…
Interesting - you're describing my experience with Unity, and I ultimately switched to Godot because of my frustration with Unity.
I guess they get special builds no one else has access to. /s
Re: Godot for AA/AAA game development – What's missing?
#174Earlier quoted context omitted.
Patreon exists, but I hesitate to contribute to projects/people through Patreon as I want to give them as little money as possible...
There is always Liberapay https://en.wikipedia.org/wiki/Liberapay
We ask our company to set aside of a small amount of money each year, and we distribute it among projects we most used that year on librapay.
Re: Godot for AA/AAA game development – What's missing?
#175Earlier quoted context omitted.
Interesting - you're describing my experience with Unity, and I ultimately switched to Godot because of my frustration with Unity.
Apple, Microsoft, Google, Sony, Nintendo apparently live in another world, given how many of their studios or VR/AR endevours rely on Unity, or give it tier 1 support on many of their projects, while everyone on HN complains about it. I guess they get special builds no one else has access to. /s
In fact, Unity is actually the example I generally give of a product which is both widely used and terrible. It's better than it used to be. At some point, it was downright terrible. I remember Wasteland 2 running worse than a modern AAA game while looking like a ten years old game at launch.
To be blunt, given the new licencing terms of the Unreal engine, I don't think you should ever use it unless you are already really familiar with it.
Re: Godot for AA/AAA game development – What's missing?
#176Earlier quoted context omitted.
Apple, Microsoft, Google, Sony, Nintendo apparently live in another world, given how many of their studios or VR/AR endevours rely on Unity, or give it tier 1 support on many of their projects, while everyone on HN complains about it. I guess they get special builds no one else has access to. /s
Being used often for projects with cheap production budgets and being good are orthogonal concepts especially when talking about the video game industry where cobbled together middlewares for one shot development is the norm. Unity became tier 1 supported because it was widely used by indie projects. Implying the reverse is mistaking cause for effect. In fact, Unity is actually the example I generally give of a produ…
I rather support an engine that embraces C# than one that keeps the C++ status quo.
Re: Godot for AA/AAA game development – What's missing?
#177Earlier quoted context omitted.
I believe it's being developed on the master branch at https://github.com/godotengine/godot
It is weird that the numerous alpha/beta releases [1] are not getting tagged though. [1] https://godotengine.org/article/dev-snapshot-godot-4-0-beta-...
Re: Godot for AA/AAA game development – What's missing?
#178Re: Godot for AA/AAA game development – What's missing?
#179Earlier quoted context omitted.
Godot has realtime GI... And while it doesn't have streaming as mentioned it does have automatic LOD reduction and occlusion culling which are both a part of what Nanite does.
> it does have automatic LOD reduction Sure, Roblox does too, to some extent. Nanite allows all of this to be taken to the extreme, allowing you to do things that are practically impossible with other engines, including Godot. I think the next gen of games, that use Nanite, are going to stand out in a ridiculous way, which is often appealing for AA/AAA studios.
Re: Godot for AA/AAA game development – What's missing?
#180Godot is a nice engine. I did a 3D project in it during the 3.0.x era and it was by far the friendliest and easiest engine I have used to-date. I think it gets a lot of love from people (myself included) because of that. The node system is absolutely wonderful to work with and GDScript is not bad as well. It's the most productive I've been in a game engine and I regularly contemplate going all-in on Godot for the fut…
My own experience. I found that once you go beyond toy projects, the minor irritations, the many "papercuts" you talk about, make game development painful.
I havent used Unity, so dont know if it suffers from the same problem