6 ms·
Well, I write one thing: https://godotengine.org/ https://godotengine.org/
by mdtrooper 3y ago
Well, I write one thing: https://godotengine.org/ https://godotengine.org/
- Thaxll 3y agoPeople believing that in the mobile space Godot can be a replacement to Unity are delusional, in 10 years maybe? Godot is a "mature" toy engine. There is not a single quality / money maker game that shipped on Godot.
- all2 3y ago> Godot is a "mature" toy engine. This does not seem to be related to this: > There is not a single quality / money maker game that shipped on Godot. There's some missing context in the middle. I'm curious how one implies the other? I'd be game for chains of logic going from first -> second or vice versa. I'm specifically curious, what is Godot missing?
- Thaxll 3y agoGodot is missing the game that shows this engine is a viable alternative to Unity at large. I mean look at the showcase: https://godotengine.org/showcase/ https://godotengine.org/showcase/ It all looks amateur. All the mobile dev work on Unity so you better have good reasons to change the entire pipeline.
- deleted 3y ago[deleted]
- unleaded 3y agoso nobody wants to make a fancy looking game because nobody's made a fancy looking game... hmm...
- Thaxll 3y agoYou don't want to be the first one to make the jump.
- Waterluvian 3y agoHaving wandered around a ton of game engines over the years, they all have the "showcase games, none of which really feel polished." I dunno... Godot's showcase has a lot that look quite polished. I think from a business perspective, I'd be more at ease if they could advertise any profitable games. Not that games need to be profitable, but there's some value in knowing other people tried and succeeded to use Godot commercially. Someone should be the first!
- kilolima 3y agoMaybe having a game engine that is universal for mobile, console, and PC is the problem. I'm not interested in playing mobile or console games or the type of gameplay they encourage. I'd like a PC game engine for PC games.
- tapoxi 3y agoCassette Beasts and Cruelty Squad were both critically acclaimed, with Cassette Beasts also shipping on Xbox and Switch.
- spinningD20 3y agoThis seems like a negatively charged take. Vampire Survivors could have been made in a ton of different engines that are far far less capable that Godot, for example. The engine is not the thing that holds back a product from succeeding. This is the same as saying "no FAANG company uses X language/platform so X is a toy", it's far too reductive and not actual reality.
- TylerE 3y agoAs someone who’s played a lot of games… I disagree. These days I specifically avoid Unity games because they always feel janky, and yes it absolutely is the engine.
- kaibee 3y ago> yes it absolutely is the engine. As someone who has used Unity a lot, it really isn't the engine. You're only noticing this is the whole "no good toupees" thing. The thing is, the Unity Assetstore makes it very easy to hack together something that kind of works, but because nothing will quite fit together it'll be a janky mess.
- bjord 3y agoDo you think Rust and Escape From Tarkov are janky? (just off the top of my head) https://rust.facepunch.com https://rust.facepunch.com https://www.escapefromtarkov.com https://www.escapefromtarkov.com
- TylerE 3y agoYes to both, Tarkov in particular. Didn't that game have totally broken directional audio for over a year at one point?
- steveklabnik 3y agoTarkov, while a great game, is very janky, and has a cheater problem. I have heard these things attributed to Unity, though I am not familiar enough with the details to say that's absolutely true. Rust is fine though, in my experience. (and yes I do mean the video game in this context, hahaha)
- JSLegendDev 3y agoDave the diver is a successful game made in Godot : https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ https://store.steampowered.com/app/1868140/DAVE_THE_DIVER/ Granted it's not a mobile game but still.
- mlok 3y agoThank you, I wanted to see quality examples like this. I'd love to find a list of high-quality polished games made in Godot, like this one.
- hyperhopper 3y agoExactly. This debacle shows why truly open and free software is important.
- chaostheory 3y agoYou beat me to it. I don’t understand the licensing changes unless Roccitiello isn’t aware of both the existence of Godot AND its new C# support. There will always be someone to say that an open source project can’t replace a mature, proprietary one since it doesn’t match all the features or ecosystem. Historically, this changes really fast once you make the licensing terms bad enough to make a large chunk of your customers and prospective customers leave and take a good risk with said open source project. Roccitiello was also shortsighted when he was CEO of EA. It’s sad that history repeats itself.
- hnthrowaway0328 3y agoIMO this move doesn't really hurt the hobbyists (200K installs + $200K over last 12 months). And Godot as an OSS still has to feed the hands that make it eventually.
- chaostheory 3y agoYou’re right, but the more hobbyists read these complaints, the more likely they’ll just use Godot as future insurance against Unity’s future quick cash grab schemes. Unity must be really hurting for additional revenue, and given that we’re at the end of cheap leverage, I predict that it will get worse for the people who stay with Unity
- diego_sandoval 3y agoThe thing that I like the most about Godot is that the binary weighs less than 200 MiB, compared to the several GiBs of Unity, and that you don't need to deal with any account, registration or license BS like you do in Unity. However, one thing I don't like about Godot is their choice of a dynamically-typed, scripting language as their main programming language, instead of a statically-typed, compiled language which, in my humble opinion, would have been better.
- dgb23 3y agoI think it’s possible to interface with other (any?) language.
- Tommstein 3y ago> However, one thing I don't like about Godot is their choice of a dynamically-typed, scripting language as their main programming language, instead of a statically-typed, compiled language which, in my humble opinion, would have been better. I have never used Godot, but from https://godotengine.org/features/#script https://godotengine.org/features/#script : > New in 4.0: GDScript offers optional static typing support, boosting your coding efficiency and runtime performance. and > Godot is built to be extended, and that means you can choose a programming language not provided by the Godot team itself. Thanks to our community there are many language bindings for popular tools like Rust, Nim, Python, and JavaScript. > > New in 4.0: C++ supports comes officially in the form of GDExtension API, which gives you a way to script and program your game components for maximum performance without having to recompile the engine.
- __loam 3y agoGDScript can be made to use static typing: https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html https://docs.godotengine.org/en/stable/tutorials/scripting/g... Additionally, C# has first class support and community supported languages include stuff like Nim, Rust, and Typescript: https://github.com/Vivraan/godot-lang-support https://github.com/Vivraan/godot-lang-support Compilation is irrelevant to a game engine scripting language. I think Godot does some magic on their end to make the interpreted nature of GDScript not matter from a performance perspective, but don't quote me on that.
- keymasta 3y agoI've just started a project with big scope (for me) and after futzing around with lots of different frameworks/engines/languages, I restarted the project again (part of my process with some of my projects) using Godot 4. After some initial confusion, which is largely the fact that I have more of a "terminal" kind of coding experience, or just building everything from scratch and thereby escaping learning a bunch of APIs, I started to realize the "why" of things like nodes and signals. Now I'm learning a lot and decided to stick with Godot for this project. My restarting phase is over and I'm moving forward now! I've been really enjoying it! The more I use it I really like it. A funny experience today, in part due to google being "not terrible" these days (as we say in French), was looking up internationalization. The first hit was a youtube video that was in Indonesian with no subtitles. But in two minutes the guy showed the file structure and whatnot and it's super easy to use. Sometimes (always-ish?) the docs don't provide examples, which I think would be helpful, and sometimes error messages could be different like, instead of "wrong args on function" it could tell you what the right ones are (like Rust), and I don't know how to refactor other than manually which is different when you're used to IntelliJ, but these are minor gripes. Overall this experience reminds me of what got me into coding with Flash when I was a whippersnapper, when I felt it was really fun. It feels like you can make whatever you can dream of happen. Then I read about Unity here today and how sell-outy they are acting it reminds me of another reason to continue using open source, or free software like Godot, or Reaper (free-ish) or Blender. We are starting to have really high quality options these days. I really hope Godot forges foreward and I hope the ethics continue to serve independent devs. And I really hope there's less breaking changes than 3 -> 4, because it makes it kind of tricky to find references online when a lot of syntax changes. But hey I love python and I got into it in early v.3 days when most stuff was v.2 so I just started with the then bleedy version and that's what I'm doing with gdscript also using v.4 and so I guess I may just have good version timing when I start a language, that is if gdscript can become a little bit more backwards compatible at some point. But also, do what must be done. Sometimes things do need to change so I get that, but at a certain point in time there "should" be a baseline compatibility with self (IMHO) in software. Or to me, that is part of what makes software good. Also if I'm talking to one with such power, can we pretty please have list comprehensions? And also if the gods desire, can we have the format string from python? comprehended_list = [v for v in a_list if condition] comprehended_dict = {k:v for k,v in a_dict.items()} formatted_str = f"typing stuff and then {any_typed_var}" # This basically calls the var's __str__() and then __repr__() as backup Anyway this post is not meant to sound complainy, or begging (for slightly more pythonicism) but more so as funny although I'm not. Badum-Ching, I'll see myself out. Seriously though I think Godot is awesome. Please keep up the good work. Although I don't understand the "why" of being like python and then not. Like why rename .lower() to .to_lower()?