The more publicity it gets, the better. Would be great if Godot became the Blender of game engines. The only real contender in the opensource space I can think of is Bevvy. Once that gets a UI, it might be really great, but they seem years away from that.
Godot
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
If Bevy had better tooling we would be breathing its name in the same breath as Godot. Hell, it does data oriented so much better, but its a difficult concept to grasp for a lot of new developers. Yet I learned more about ECS from Bevy than I did the half-assed DOTS in Unity. You know, the one that they made Cities Skylines 2 on.
Godot really ought to get on the VR/AR bandwagon as I would be very open to porting my growing Theme Park to it from Unity.
We always need more people working with and on XR for better support :)
Thanks. Just read this too. https://www.uploadvr.com/meta-funding-godot-engine-openxr-quest-improvements/
Encouraging as I really do not like Unity from the day I started using it to present (4 years). I thought it was hard as I was a newbie, but I have come to realize that the engine is such a mess and the company is lazy AF when it comes to meaningful improvements to make developers lives easier. It is clear they themselves do not use it on the daily.
I am going to give them a lot of money in the long run so I expect better. Maybe not as there is no guarantee, but at least some will so why they acting like a shit business partner while still taking their cut.
I way rather support an Open Source project as I do for nearly everything else I use to develop my app. I hope I can move in the next 1-2 years as it matures in the VR/AR space.
The final nail in the Unity coffin for me was when few years ago, they announced discontinuation of several of their features, like MP, fired hundreds of employees, and bought a new company that's focused on monetization of games and ads.
That's a pretty clear message about their intentions and area of focus. No thank you.
Godot with some syphon or ndi output would kill for live visuals.
I am curious what you are taking about but these terms mean nothing to me. Can you explain more please.
There is a field of performative art called live visuals, mostly for music festivals and parties but also for theater and just as stand alone installation that involves creating live video content. There are different popular applications for this like vdmx, resolume (more playback), modul8 or touchdesigner, all with different drawbacks and strengths. A lot of them can interact between each other and with video mapping software (to map your output to more complex surfaces) through video protocols like syphon, spout or ndi. Game engines that can create poverfull, interactive graphics would be awesome for that purpose. And there is a lack of open source free software in that field. I think at some point godot had some spout integration - but I think it does not work anymore.
Thank you for that description and that whole side of things sounds so very interesting.
It is still kind of niche, so not so difficult to get into - it's fun way to perform your video stuff in front of people and if you are into partying it's really fun. There is some demand for good people.
If you know what you're doing, that sounds like something that could probably be done with a plug in. You could start the project yourself.
I think there was a plug in for spout, but it's not working anymore. And I'm in best case python scipter, not sure that would be enough to make one myself.
Really wish Apple would fund them to add full AR/VisionPro support.
100%. I wish Meta spent some of their Billions on making XR dev tools better as it has been an utter train wreck for the past few years.
To be fair, it's currently pretty straightforward in Unity. I haven't checked Godots implementation yet, currently making my first 2D game in godot.
Also, meta is currently funding Godot, a comment further down mentions it.
The basics yes, but anything more complex is a mess and requires either 3rd party add ons (and all the issues they bring) or developing your own solutions which is a pain. Then add avatars and multiplayer and it is a right pain to implement. And then they update the SDK and it breaks everything. Ughhh.
Yaaaas! Learned a lot of his unity. Be curious if he'll be doing C# or GDS.
Seems like GDS based on the previews, which I think would be the right call.
Wasn't brackey notorious for his tutorials having really awful software practices?
I'd argue for not stressing too much about practices when you are a beginner. Learning to code is hard enough already. At first, it's just important to start creating.
Software practices are important. But just get code working at all is, as a beginner, more important.
I don't really agree with that. If you teach people bad habits from the beginning they're going to be hard to unlearn. It's not difficult to say, don't put everything in the physics loop, use timers, instancing, and only have things active when you need them to be active.
Am I writing thinking that you only need to use C# for shaders?
You can write shaders in GDScript (they basically extend and simplify GLSL) or GLSL directly (especially for compute shaders).
Sounds like one of his first videos will be a rundown on gdscript
The content he gave us a teaser of looks amazing. I'm really happy to see him back, and most importantly to see him happy.
Beautiful. I had a little lump in my throat at the end
What gives me immense joy is that there's probably someone at Unity really really upset now. Fuck them.
Someone once told me a story how they made a game in Unity, and were in contact with them, since they are also a content creators. Then they decided it sucks and rewritten the project into Unreal, and when they met someone from Unity who asked how it's going and whether they need help with anything, and when they told them that they are actually working on Unreal now, the Unity guy got literally upset and angry at them how they can't do that and what are they thinking. It was hilarious.
Reportedly, then Unreal support was way better and more friendly.
Well i'm glad because Unity really, really upset me and a lot of people with their little licensing shitfit.
He's the only reason I ever managed to get into any sort of coding at all.
This is great news!