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Godot 3.5

godotengine.org

81–90 of 121 posts

Re: Godot 3.5

#81
post #66

Earlier quoted context omitted.

That's a very bold statement, what has Godot done to warrant it? It's not even the most advanced open source 3D engine right now, considering O3DE (a fork of CryEngine) is open and backed by a fair few big players.

Usability. For artists and non professional programmers, those options are fairly inaccessible.

Is it usable because it's... usable, or is it usable because it's barebones? It can be hard to tell the difference when it's pretty far from feature parity with the competition.

FWIW, I don't think cornering the non-professional developer market will lead to market dominance. GameMaker is even simpler, and even if it were open source, hobby developers will not be competing technically against thousands of full time, professional engineers working on an engine.

Re: Godot 3.5

#83
post #45

Not my field of work, but I'm curious. From what I'm hearing Unreal is establishing a big lead over the competition with things like Lumen, face model generation (Metahuman?), asset libraries, ML assisted images/video to model converters, very polished editor tooling ,world builders, ... All things that take a lot of money to make. Is there any chance to compete in the near or medium term for things like Unity or God…

This is kind of like looking at a race car and wondering how anything else can compete. First off, Unity and Godot have different license models from Unreal. There's room just based on that. Moreover, a lot of the fancy new stuff doesn't run well or at all on mobile, a huge segment of the market. I'm not saying Unity or Godot have it easy but there's still a lot of room in the market.

The race car analogy can be extended in that UE4 doesn't even give you a competitive F1 car but it's marketed as such. AAA companies outside of Epic using UE4 have spent a kings ransom on customizations to tailor it for console. Much like top F1 teams just getting an engine doesn't put you out front without a bunch more work. Nevertheless, this is only a problem if you think you can take UE4 and a small team and make a AAA game that's pushing lots of polys on older consoles at high fps without extra work.

Re: Godot 3.5

#84
post #69

Earlier quoted context omitted.

what's the lowest hardware requirements you would say you could run a Godot built UI on (not necessarily your product, just generally?)

Think folks have used in on a Raspberry Pi

Godot doesn't really export for ARM though, are you sure?

Re: Godot 3.5

#85
post #35

Not my field of work, but I'm curious. From what I'm hearing Unreal is establishing a big lead over the competition with things like Lumen, face model generation (Metahuman?), asset libraries, ML assisted images/video to model converters, very polished editor tooling ,world builders, ... All things that take a lot of money to make. Is there any chance to compete in the near or medium term for things like Unity or God…

Unity is still extremely popular. The Unreal vs Unity engine debate has raged with plenty of people on both sides for years now all over game dev forums. I don't have any exact stats offhand, but I believe there are plenty of big games recently published that were developed on Unity. The only examples I remember rn are Fortnite (Unreal, but sort of doesn't count because it's made by Epic Games, the makers of the engi…

As someone who's been following that debate since the Unity 2.x days, I'd say Unreal might start to pick up steam once "Verse" drops

That's their purported scripting language for Unreal. By far the most "serious hobbyist" unfriendly aspect of Unreal has always been the heavy macro based C++. They tend to be people who don't like the idea of visual programming, so hate Blueprints (no hat in this race, I think they're ok), and have come from the cushy tooling you get with C# like Rider

Verse has a good chance to give Unreal a fresh start with some tight focused tooling and good ergonomics.

It's also a little ironic to say that since that's the opposite story of Unity, which dropped Boo and "Unityscript" to great effect... but that's how daunting C++ is for some people

Re: Godot 3.5

#86

Earlier quoted context omitted.

Why couldn't you just run physics at the graphics frame rate (or double it if the graphics becomes too slow)? I don't think many games need fully deterministic physics do they? Like x += v * dt draw(x) Or is that what this does?

Collision detection is a major reason. If you only sample positions at the frame rate, you're going to have bullets go through walls without hitting anything. Also, physics is costly to run, so usually it's not run on every frame.

And you really want your collision detection to be reasonably deterministic. Reasonable frame rates range from 30fps to 240fps, which is nearly an order of magnitude, and you want your bullets to behave the same over that range.

Re: Godot 3.5

#87
post #39

I've been part of shipping one of perhaps the largest used Godot projects in production. It's not a game, and you may not even realize it's Godot. Godot is below average in quality compared to Unreal, and probably about on par with various idiosyncrasies that Unity has. Unreal is winning the technical race because they ship projects and games themselves with their engine. Unity does none of that, at least nothing tha…

How is Unreal on mobile and VR these days? The new UE5 tech doesn't seem to run on it. I can't really speak from experience but it always felt like mobile dev was a much higher priority for Unity than Unreal. Is that still the case?

It works for mobile. Likely not one of the primary use cases though.

VR support is there. Again, I think not the engine's priority. Last I checked some of their new core tech behind ue5 (lumen, nanite) didn't work correctly in VR, though that was around launch time. I would probably start a new VR project in Unreal, and Godot for mobile.

edit: the RE4 VR remake was in Unreal for example

Re: Godot 3.5

#88
post #35

Not my field of work, but I'm curious. From what I'm hearing Unreal is establishing a big lead over the competition with things like Lumen, face model generation (Metahuman?), asset libraries, ML assisted images/video to model converters, very polished editor tooling ,world builders, ... All things that take a lot of money to make. Is there any chance to compete in the near or medium term for things like Unity or God…

Unity is still extremely popular. The Unreal vs Unity engine debate has raged with plenty of people on both sides for years now all over game dev forums. I don't have any exact stats offhand, but I believe there are plenty of big games recently published that were developed on Unity. The only examples I remember rn are Fortnite (Unreal, but sort of doesn't count because it's made by Epic Games, the makers of the engi…

Unreal has titles like Borderlands, Street fighter, Kingdom Hearts, and XCOM

List https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games

Re: Godot 3.5

#89

I've been part of shipping one of perhaps the largest used Godot projects in production. It's not a game, and you may not even realize it's Godot. Godot is below average in quality compared to Unreal, and probably about on par with various idiosyncrasies that Unity has. Unreal is winning the technical race because they ship projects and games themselves with their engine. Unity does none of that, at least nothing tha…

It's small enough of a code base that you can change things to suit your needs, too. Godot is definitely going to win the race long term, just like blender. People can use whatever they like, of course, but if you want future developer talent, youre going to need to use Godot.

[deleted]

Re: Godot 3.5

#90
post #53

Earlier quoted context omitted.

Can I ask what it is you're using godot for if it isn't a game?

Not OP but educated guess: Tesla's mobile app. https://twitter.com/AlexGuichet/status/1528149807709048833

You’d be right, and we’re hiring to invest more in 3D visualizations in the app. https://twitter.com/alexguichet/status/1549492941202137088?s...
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