this post was submitted on 29 Apr 2024
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Godot

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[–] yum@lemmy.eco.br 18 points 7 months ago (3 children)

Is there any sort of hate against the youtuber? I've seen the video and he explains really well, I'm getting my introduction to Godot through it and I think it's great so far!

[–] greybeard@lemmy.one 58 points 7 months ago (5 children)

Some people are really tied to Unity. If you dig into the comments of the YouTube video, you can find people trying to claim Godot isn't a real engine, or is otherwise not good to use. Some people have turned game dev into a team sport in their mind.

[–] ChicoSuave@lemmy.world 31 points 7 months ago

Those comments are full of sunk cost fallacy thinking.

[–] ArmoredThirteen@lemmy.ml 19 points 7 months ago (1 children)

I've been using Unity since like 2012ish, and currently I actually work for them. I don't know when it happened or if it was always like this I just didn't notice but the Unity dev community just seems so rabid to me now. I don't post/comment in Unity communities anymore because half the time I get obliterated. I've been slowly learning Godot and honestly it reminds me of early Unity in a lot of ways back when the focus was on making a coherent engine

[–] RonSijm@programming.dev 15 points 7 months ago (1 children)

I don’t know when it happened or if it was always like this

Well it happened when Unity changed their license to a money grab license that everyone hates. So now the meta is just fuck-everything-unity

[–] ArmoredThirteen@lemmy.ml 10 points 7 months ago (1 children)

Do you mean the latest one they tried? If so that certainly made it worse but the problems I'm talking about I noticed starting years before the pay for installs fuckery

[–] teawrecks@sopuli.xyz 7 points 7 months ago (1 children)

Yeah, I think it's just a matter of scale on the internet. Early on for unity (and right now, for Godot), it feels like a small community of people working around issues together toward a common goal. If Godot ever reaches the scale and prevalence of unity, I expect the communities to deteriorate into impersonal toxicity just the same. I saw it in reddit subs, and see it in Lemmy communities. I don't know how to combat it besides jumping ship and starting fresh once it gets unwieldy.

[–] fleeky@prsm.space 7 points 7 months ago* (last edited 7 months ago) (1 children)

@teawrecks @ArmoredThirteen blender is pretty big and I would say it's community is still pretty good , especially as someone who has been using it since like 2003.. that said maybe blender was just lucky or has yet to start to decay ?

[–] teawrecks@sopuli.xyz 2 points 7 months ago

Well that's reassuring that it's possible. I wonder how much effort is put into moderation, or if there are any community guidelines that make a difference.

[–] NocturnalMorning@lemmy.world 9 points 7 months ago (2 children)

The issue with Godot is it is still missing some critical features for large games. You can't do level streaming, or texture streaming, which makes it not ideal for any serious large open world game, or really anything large, doesn't necessarily have to be open world. There are other things as well, like they're missing a landscape tool still. But, really at least for another couple years it won't be able to compete.

That's why I'm sticking with Unreal for a while longer. Godot just isn't there yet, as much as people want it to be.

[–] Tum@lemmy.world 5 points 7 months ago (1 children)

I look at it like Unity, which for a long time didn't have either of those features either. They'll come in time, and I'm pretty likely to not build an open world survival crafting game anyway, so I won't miss them for now.

[–] NocturnalMorning@lemmy.world 1 points 7 months ago

Unfortunately I've outgrown the small games I used to make like that. I still do them for game jams, bcz you cant make a large game in a few weeks. but the stuff I want to release on steam requires level streaming. So it's a non-starter for me that Godot is missing those features.

[–] greybeard@lemmy.one 3 points 7 months ago (1 children)

It is completely fair to say that Unity and UE have tools that Godot doesn't have, especially wen it comes to open world games that need special consideration. The comments I was commenting on weren't measure statements about other engines being better than Godot for specific use cases, they were just general hate aimed at Godot for daring to step on Unity's turf.

[–] NocturnalMorning@lemmy.world 2 points 7 months ago

Oh yeah, I get that. People are weird sometimes, and tribalistic about odd stuff. Godot was my first game engine, plus it's completely free, which is a huge bonus. The second Godot has what I need. I will be jumping back to it.

[–] AngryCommieKender@lemmy.world 8 points 7 months ago

I don't even have a dog in the fight, but after the monetary BS that Unity pulled last year, I would think that as many projects as possible will drop the engine.

[–] echodot@feddit.uk 0 points 7 months ago (1 children)

It would help a little bit if every single tutorial for Godot wasn't for 2D. I know he mentions it in the video but other than saying some of the principles can be transferred over he doesn't really show any of it, the implication seems to be that it's only good for 2D even if it can do 3D

[–] greybeard@lemmy.one 1 points 7 months ago

As someone who mostly does 3D stuff, I agree. Although he was correct that a lot transfers, I struggle with rotation every single time, and the lack of video content to walk through it is annoying. I've read the Godot manual page on it probably 20 times and I feel like I'm no closer to really understanding it. I trail and error it until it behaves the way I expect.

[–] pro_grammer@programming.dev 14 points 7 months ago* (last edited 7 months ago)

I think the meme is talking about the resistance to try godot, since the bird has a "not godot dev" text instead of "not youtuber_x fan" or something like that.

[–] nicknonya@lemmy.blahaj.zone 2 points 6 months ago* (last edited 6 months ago)

basically all beginner centric tutorial markers, including brackeys, have been criticized for oversimplifying the concepts they talk about and making inflexible/ridiculously unoptimized code, although i can't comment on it myself.
Acerola has an interesting video on the subject if you're interested.

don't know about the Godot video, i haven't watched it yet

[–] KuraiWolfGaming@pawb.social 14 points 7 months ago (1 children)

Only issue I have is its not quite close enough feature wise to replacing Unreal Engine for me.

Still impressed with how far Godot has come though. And currently using it for making non-game applications. Its actually quite good at that.

[–] Donut@leminal.space 2 points 7 months ago (1 children)

What features would Godot need for you to feel like it could replace UE?

[–] KuraiWolfGaming@pawb.social 6 points 7 months ago

For starters, it would need to have level streaming and a landscape system. The visual scripting system could use some work as well. It also needs a better GI solution. The stuff that currently exists is still a ways off from being production ready. Something like SVOGI so we can get some decent, voxel-based global illumination. I think that's what they are trying for. But it still falls a bit short.