5 ms·
Wow this is super cool, love seeing the play-by-play of this - and in such a reasonable amount of time too!
by doublepg23 3y ago
Wow this is super cool, love seeing the play-by-play of this - and in such a reasonable amount of time too!
- georgeecollins 3y agoGodot is much less featured but extremely easy to learn imo.
- monkeydreams 3y ago> Godot is much less featured but extremely easy to learn imo. Also, for 2D, it is sooooo much easier to implement. No messing around with orthographical cameras, no tilemaps appearing with random lines, colours, etc. And 2D performance exceeds Unity's.
- Glyptodon 3y agoDoes Unity have a true 2-D vector graphic engine or system of some kind? That seems like the main thing that doesn't look obvious to me as a total non-expert looking at Godot. (Mostly curious. I don't make games, but I hate the pixel-art 2-D style.)
- Karliss 3y agoUnity has an svg package which has been stuck in experimental state for years like many other unity features. I wouldn't call it true vector graphic engine. It can be configured to either generate bitmap sprite at build time (minor convenience over converting svg to bitmap manually) or it can generate triangle mesh (from what I understand also done at build time). In the second case once you start zooming it doesn't necessarily look very great either. Once you zoom out lines look bad since they are formed by thin strip of triangles which doesn't work too good for few pixel thin lines . And when you zoom in you start to see that its made from triangles instead of round curves since the generated triangle mesh is fixed. With both approaches svg benefits are largely lost compared to true vector graphic rendering engines. I haven't seen any true 2d vector graphic engine suitable for games after flash beside the software made to be alternative flash players. Yes there are a bunch of games that still use that art style but in many cases they might be drawn as vector graphics, but then converted to bitmap for the game engine, maybe with some runtime shaders on top for sharper look. SVG is just way too different from how game graphic APIs works. Just making a non real time SVG renderer is hard enough already. Even programs like Inkscape whose only task is drawing and manipulating are sometimes struggling with it. Open a more complex SVG and zoom in/out move around and you will see as Inkscape tries to keep up updating and caching the rendered image in chunks. It might be possible to do something using browser svg support although I am not how good the performance would be with the kind of dynamic content games need. There are also a couple of UI frameworks which support SVG. For something like that it can be acceptable to use slower but higher quality svg renderer and then caching result. For the most part UI elements are either static or at most move around due to scroll views and zoom rarely changing so caching works very well.
- wizzledonker 3y agoI regret the years I spent with Unity Any non-trivial feature that Unity has where Godot lacks is usually re-implemented by bigger developers anyway. For Indie developers, these features are almost never necessary. When developing tools, Godot is far superior. Any support guarantee that Unity provides is easily bested by the ability to inspect the Godot source code without signing an NDA. With the changes in Godot 4, developing add-on tools is easier than ever. The Godot project is well managed, with pull requests being merged in a timely manner without a loss of overall project quality. The mass exodus to Godot is perfectly timed. Godot 4 just released with many changes and improvements, addressing almost all the usual pain points between the two engines (especially in 3D).
- chii 3y agoThe one aspect that godot lacks currently is the store and marketplace ecosystem. But perhaps the existing unity ecosystem sellers will look towards porting their stuff over, since their customers are in mass exodus mode. Godot needs to prepare a good marketplace solution to accept the oncoming ecosystem developers, so that they can take advantage of this. Could even have a potential to use revenue from the marketplace to fund godot development!
- viraptor 3y agoI don't know where I read that bit, but the maintainers are very aware of the lack of marketplace and I think it was the first point for the "how can we accommodate the new devs" list. So it's likely to happen relatively soon.
- fbdab103 3y agoI keep toying with the idea of using Godot to develop a local desktop application. Something like a poor man's Electron?
- sen 3y agoFor what it’s worth, the Godot editor itself is made in Godot, and works great as a cross platform desktop application.
- raxxorraxor 3y agoThat has once been true for Unity as well. People laughed about it being for gimmicky games that weren't too serious. I think an engine today is about a lot more than rendering performance and quality. It is about the development pipeline, the tools it comes with and the interfaces to integrate assets and loading those. In that regard Unity offers a lot by now. They also feature their asset store and whatnot. Of course it will take some time to develop such features for any new engine and it won't come to pass until it reaches a critical mass.
- VectorLock 3y agoYeah I'd love to see how he goes about achieving the COQ signature look in Godot.