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Godot is also behind the curve on content pipeline tools. I love it to death, but I would never be able to convince anyone outside hobbyists to use it because i
by thrillgore 8y ago
Godot is also behind the curve on content pipeline tools. I love it to death, but I would never be able to convince anyone outside hobbyists to use it because it has no goddamn FBX support, or an easy ECS framework.
- wishinghand 8y agoHopefully some of the Unity exodus helps Godot along with more contributors.
- cwyers 8y agoThe issue, of course, is most of the people using Unity are using it because they don't have the ability (or time) to write the functionality Unity provides themselves.
- wishinghand 8y agoThere will be higher skilled devs who are using Unity that are appalled by this business practice and will want to move to a more open platform.
- thrillgore 8y agoUnless there's an incentive for them to share their contributions back to Godot (like a paid plugin store, of which at least one is in development) they won't stay. And no, I am not talking about the Asset Library.
- wishinghand 8y agoIf that was true, then no open source software would ever get released.
- ignaloidas 8y agoNative FBX support is not compatible by license, you are free to make a module that lets Godot use FBX, just with a FBX compatible license. Traditional ECS doesn't fit with Godot's philosophy, but you can make behaviors into nodes and just add these nodes as a child for ECS-like behavior. Honestly, I find Godot's way more natural and extendable.
- wishinghand 8y agoIs there a blog post that goes into this ECS vs nodes paradigm?
- ignaloidas 8y agoThere is this [0] overview that looks into OOP as a whole and puts Godot and other game engines into it [0] https://willnationsdev.wordpress.com/2018/04/05/godots-node-system-a-paradigm-overview/ https://willnationsdev.wordpress.com/2018/04/05/godots-node-...
- Arwill 8y agoWithout a stable and widely used model format making a game is impossible. You can drag&drop FBX into Unity and Unreal, and its mostly ready for use. Having a broken FBX importer is just a waste of time. You start with a model format, something works, you build a workflow, a system for producing content en masse, and then at some point you must consider throwing away the model format, the workflow and/or the whole engine, because the importer is unreliable. Or you try to rewrite it yourself, further wasting time. Some things must be rock-solid, open-source or not.
- ignaloidas 8y agoGodot doesn't have any broken importers, yet alone FBX which it doesn't have completely for legal reasons. Looking at Collada(.dae) Blender has a super broken exporter, so broken that Godot folks wrote a better one from the frustration. GLTF2 doesn't have enough support, even though it's a good format. The problem is that everyone is just sitting and using proprietary FBX format and don't work towards new open standards like Collada or GLTF2.