It’s time to make that indie C# game in Godot
51–60 of 228 posts
Re: It’s time to make that indie C# game in Godot
#52Re: It’s time to make that indie C# game in Godot
#53Earlier quoted context omitted.
The quoted statement is 100% accurate. Unity is very slow. When I worked on Unity with a larger project, I'd often have to wait 10+ seconds for Unity to rescan the entire project every time I switched windows from my IDE to Unity, or every time I ran the project. In similar project sizes, Godot was always lightning fast. > Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product…
Are you comparing apples to apples with similar sized projects? I'd be curious to hear about larger Godot projects.
Actually, there was one issue where saving was taking like 5 seconds in Godot instead of being instantaneous. I reported it and it was solved in the next point version. https://github.com/godotengine/godot/pull/49570
Re: It’s time to make that indie C# game in Godot
#54Re: It’s time to make that indie C# game in Godot
#55Re: It’s time to make that indie C# game in Godot
#56Earlier quoted context omitted.
The quoted statement is 100% accurate. Unity is very slow. When I worked on Unity with a larger project, I'd often have to wait 10+ seconds for Unity to rescan the entire project every time I switched windows from my IDE to Unity, or every time I ran the project. In similar project sizes, Godot was always lightning fast. > Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product…
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…
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.
Re: It’s time to make that indie C# game in Godot
#57Unity is suffering because it can't find a way to make DOTS/ECS first class without completely redoing basically everything. That's my biggest complaint with Unity at this point. So much is built around the GameObject implementation that when you start using ECS you can feel the friction - you're writing a lot more code, you're doing things in a way that feel like swimming upstream, and there's less support + documen…
Re: It’s time to make that indie C# game in Godot
#58Nope. Nope. Nope. Nope, I wasted 2 hours of my life trying to get these signals to work in GD script.
I'm going to try some other open source engines, but trying to jerry-rig an extra language on top of a relatively immature engine isn't a very good idea.
Now I imagine if Microsoft decided to come out of an engine, they could rationalize supporting six or seven languages. But if you're already a small project, what ends up happening is the other language support just isn't as good
Re: It’s time to make that indie C# game in Godot
#59Yes 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...
He didn't say that. "mobilegamer.biz" is betting on you not reading before getting outraged, and it looks like that paid off.
Riccitiello: Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots.
Re: It’s time to make that indie C# game in Godot
#60>You can also use C#’s events, which are strongly typed, but if you need to interface with node events, you should use Godot’s signal system. Nope. Nope. Nope. Nope, I wasted 2 hours of my life trying to get these signals to work in GD script. I'm going to try some other open source engines, but trying to jerry-rig an extra language on top of a relatively immature engine isn't a very good idea. Now I imagine if Micro…