People that are clinically retarded beyond any hope (retail investors) and people that don't give a shit what it is or what it does as long as it makes them money (hedge funds).
>And have something your can rely on for your projects going forward without licensing fees or other horrible monetization schemes.
Being able to sleep knowing other people cant fuck your lifes work over as easy as it is with Unity is a really nice + >Complete documentation for your engine >Performance optimized for your game >Could even license your game engine to other developers
Be a tool maker and not JUST a user
I unironically use it mostly for making 'interactive art'. I don't really care about my games mechanically too much, as long as they are artistic. Not necessarily realistic, but aesthetic.
Not all that hard. Just do another remake of that old breeding flash game, post a pre-pre alpha version with 3 animations and then milk the patreon retards till kingdom come.
Theres o3de, but tbf unity turned their model into a royalty-based engine, just in a more complex way. I dont understand the hysteria, if you want to make a free mobile game youre fucked, but if youre selling your game for $20 or more and using unity, thats a 1% or less royalty (essentially) only if you make over 200K in a year, which you wont because your game prob sucks cock.
And since theyre removing plus, it would be amazing to see the splash screen removal on free. For those of you that are trying to sell a game on steam for money, simply do the math and its a significantly better deal than unreal engine. Hell, even if you sell your game for 5$ on google play, thats only a 4% royalty. Simply report fraud to unity if you end up with mismatching installs-revenue and im sure you wont be charged.
>topic is about a game engine >some guy obsessively telling everyone to attempt to make their own engine
Every time. It's such a religious cult like mentality.
Unreal has pretty great UI authoring but I think that guy is just another melt who doesn't even make games and just likes to poke at stuff and blame the engines for not getting anything done. I can sense it.
>>even for 2d unreal is still better than memedot. >is this actually true
yeah, sort of. unreal has a much faster workflow if you're competent. so it's not that it's better for 2d, it's just better overall.
if you're retarded or a troon then you'll never be capable of getting the most out of C++ and blueprints, so of course you'll insult what you're incapable of understanding and instead will choose godot because "its not there yet but wait five more years for godot 4.3.77 and then you'll see"
godot does better than I thought it would. The basic difference seems to be that unity optimizes for retarded tests like that whereas godot doesn't. Under unity, most of the cubes are perfectly still, where in godot they're all slightly gyrating. Basically, unity has an optimizing to detect when you create a ball pit and do less physics, godot doesn't have such an optimization, so its doing more physics. I would bet that a real test would put godot within a factor of two of unity.
>retarded tests
it's called physics and every game uses them for collisions, godot struggles with around 1000 of them, and it gets far worse on lower end hardware or VR, where you need to keep solid 72 fps
godot is pure trash, everything I made for it ran much better in unity
what I hope for is a proper FOSS engine that doesn't suck, godot is not the solution
How many games do you play that involve jumping around in ball pits? The complexity of physics depends on the number of interactions that you need to model, which is in the square of the number of objects in close proximity. You can see that godot jumps off a cliff after a certain number of boxes, where unity decays linearly. The explanation is simple: unity isn't actually modelling all the interactions. So you're retarded "its called physics" rejoinder is wrong: unity isn't actually doing the physics, hence why it performs better. Unity would still be preferable if the optimization it uses (of doing less physics) was useful in real world, practical cases; I assert it isn't. Most of the time, you have a small number of objects in close proximity to one another, and both engines can handle that fine.
>it is doing the physics, you will never make a game with physics in godot
this isn't "doing physics", dumbass. it's a collision model. and it's not a terribly good model if you've seen a few objects collide in your life.
the most popular mathematical model under the hood of these engines is typically newton's method which is objectively crap, but good enough to fool people who have suspended all disbelief in favor of fantasy (gamers). it is blindingly clear that the results have no connection with reality if you watch to the end of your video where things fly away because their initial pose is poorly handled by the model.
i suspect that the clever folks at unity have statically allocated tables that approximate newton's method (itself an approximation technique) so they don't need to calculate the derivative at each step. this gets you a lot more speed at a further cost to accuracy.
Couple UMMM ACKSHUALLYs here. One, PhysX typically beats other real-time physics engines in both performance and accuracy. In any case, you can't assume one engine is more accurate just because it runs slower. Two, the interactions between a bunch of constant-size objects of modest velocity & limited by the speed of sound is closer to linear than square (constant per object rather than linear per object), because the interactions are limited by both packing and the speed of information propagation (sound in this case). So it's a fallacy that either performance or accuracy must pathologize.
Why do you need more than 1000 cubes simultaneously colliding constantly in your game? Also was this test done using the multi-threaded physics option or is it just default settings?
If you do need over 1000 physics interactions happening every frame for some reason, couldn't you just use a plugin for a physics engine designed for that purpose, like the Godot Jolt plugin? You could also use a compute shader to fake the collisions? You could also use some kind of physics LOD style system? You could use an ECS plugin like Godex or Bevy (via godot-rust)?
I think you're just some dumb sperg who doesn't actually know what he's doing but likes to pretend he does.
Sour grapes over game engine choice is not a good look, my friend.
>want to game dev >first decide to learn C from the ground up because I really want to figure out what this memalloc shit is and I don't want to release something that requires a supercomputer to run the main menu at 90% load and 80C idle >also in parallel try and to /ic/ so I can get a better idea on how to do concept art >also in parallel try to learn blender because eventually I'll want to make my own 3d models >have had four surgeries and counting this year and every time I come back it feels like I've never started >never wrote down my ideas so I can only remember fragments here and there
FUCK
>write your own engine
Okay, how do i start? I can write a few code in C and Assembly but I haven't done any long term coding projects outside of uni. Throw textbooks or a pastebin at me, I'll read it. Just to get me started on making my non-AAA dream game (which I'll probably use Unreal for anyways).
Except he doesn't make a game from scratch, instead he gets stuck on the most elementary game programming concepts the whole time and does in years what takes a few days for a noob (also from scratch).
>look through his youtube >barely any videos >look through his site >scattered articles generally about software >some of which are about specific aspects about some of the games he's worked on
I'm probably blind but where is the long running video series?
>games made with godot
bunch of indie tranny platformer pixel art aids >games made with unity
bunch of indie tranny platformer pixel art aids >games made with UE
literally a long list of hall of fame AAA games
fuckoff, 2010 graphics are the best. there was no need to go upwards. meanwhile godot can't really hand anyhting above few polys and shitty textures or no textures at all but mateirals with solid colors only
you just put tow character into scene each with 8k polys and a small room with table and chairs and it will shit the bed
Lol no, everyone's moving to Unreal en masse now
Nobody is going to rely on FOSS basement dwellers for their profitable projects
Godot is for hobby enthusiasts at best, and with Unity out of the game, people will start realizing that even more when comparing with Unreal
>used gamemaker for 15 years >language is easy to understand while also being fairly powerful >no asset pack / model shovelware games like unity has >it just works >"yer not a real programmer if you didn't punch the cards yourself!!" >don't care
any comfy gamemaker chads here?
Unity is going nowhere. This shit is completely overblown. The new fees will not impact 95% of Indie game devs because they will never make 200k or 200k units downloaded on a single game.
And if you are a professional studio big enough that has to pay, you are still getting a much better deal than unreals royalty.
This is onions dev wanna be developers who think Unity is/should be FOSS
> make a AAA game in godot, somehow > release it and start making sales > receive letters from dozens of companies informing you that you violated their patents and need to pay up > no refunds
Basically yes, after Unity shot it self to head because of that retard from EA.
It's now Godot or UE5.
UE5 - big, good graphics, still monetized but after 1M so not a big problem.
Godot - free for all, loads instantly, works, getting updates, good community.
Of course UE5 is perfect for a lot of projects.
To be honest you can make a game there even if you don't know how to code. Blueprints where absolute shit before now you if you nativize them they almost on par with C++. It's still best to do C++ and BP but yeah.
UE5 is going to get bigger and with latest release 5.3 you get nanite for environment. Absolutely fucking unreal it's hard to compete with that to be honest.
Im only thinking about Godot when it comes to 2D but for anything 3D unreal 100%.
People shit on GameMaker but it's absolutely better for 2D development than Godot right now. It has built in shader support, even without code, and if way fucking faster in the performance department. It's just not free, though.
Whats stopping Unreal from doing the exact same thing Unity is doing now in the future? You create your game in Unreal since it's hottest thing now, and in 10 years Tim Sweeney dies from falling out of a tree then Epic gets a new retarded CEO who then decides after each install of your game you have to send them penis inspection records + tip.
unity fiasco is what should stop them
they would need to be retarded to pull such a israeli move
especially considering they're about to get a massive wave of unity-fags moving to unreal now
I don't have real-time information about events or changes that have occurred after my last knowledge update in September 2021. Therefore, I'm unable to provide specific information or opinions on any changes to Unity's pricing that may have occurred since then.
However, Unity has historically made changes to its pricing and licensing model based on market demands, customer feedback, and its evolving business strategy. Changes to pricing can be controversial, as they can impact developers and studios using Unity for various purposes, from indie game development to large-scale projects.
If you're interested in the latest information and opinions on Unity's pricing changes, I would recommend checking recent news articles, official announcements from Unity Technologies, and community discussions on forums and social media platforms. This will help you get a more up-to-date and comprehensive understanding of the situation and the reactions it has generated within the Unity user community.
Say I have two computers. One of them has some Unity game on it. I download a copy from my first computer on my second computer (idk FTP or something). Does the developer owe Unity Tech another $0.20?
godot still sucks and it won't improve any time soon people will keep on using unity after they walk back a bit thats how big corps always do this shit.
There are so many more alternatives but because some fags here use Godot its now the "best"?
Actual developers dont give a shit about your hobby projects. They give a shit about: >Games already released on the platform >Documentation and other materials available for a platform >Monetization >Popularity
Anyone got a video of just summarizing all the godot programming paradigms for programmers? Everytime I try to do stuff in game engines I just get confused on their collision system despite making basic games in SDL fine, cause the way they do stuff is so retarded. Plan on skimming through this, you guys got something better?
still vastly incomplete and sometimes straight up incorrect documentation, many basic operations/mechanics in unity/ue need to be reimplemented with weird hacks and unintended features interoperation that are explained only hidden in the forums or discord
scripting uses a weird python slang that is different enough to throw off your muscle memory without any advantage that warrants it
it's ok for shitposts like cruelty squad or 2d puzzle games but it's still years away from being an unity alternative, let alone a replacement
this is not a photoshop vs gimp situation but more of a photoshop vs paint
How good is Godot for pixel art stuff?
I am pretty good at drawing and have been doing pixel art for the last couple of months and I wanted to create a short lewd game on Unity but now they have gone full israelite I thought might as well try Godot.
Want to make something with animated sprites but also more complex art.
i wish the "but cruelty squad" retards would stop talking and understood that that game is supposed to be shit, but not everyone wants to make an ironically retarded game
I'm waiting for it.
Name one AA or higher budget game developed in it.
>Name one overpriced boring game developed in it.
ftfy
Concession accepted.
Nocode NEET hobby projects that get 3 weeks of tinkering before getting abandoned forever are worthless.
All games are worthless, nothing matters to this dead cosmos.
>All games are worthless, nothing matters to this dead cosmos.
Concession accepted
console generation*
If gaming ever recovers, 2000s-2020s will be the dark age
If you have more than a $1 million budget you should be writing your own engine from the ground up. You have zero excuses not to.
incompetent devs
99% can't even start to imagine a game engine let alone make one
Then why are they getting $1+ million budgets? Who is willingly investing their money in incompetent people?
People that are clinically retarded beyond any hope (retail investors) and people that don't give a shit what it is or what it does as long as it makes them money (hedge funds).
Almost equally incompetent people. May they all go bankrupt.
A million wont even last you a year of salary for the team you would need to make an engine in any reasonable time
Not with indian devs that's for sure.
Just install godot, remove a few random files from it and you'll have the same experience minus the smell.
Retard. Not every engine needs to be a trillion line monstrosity like Unreal or Unity.
Make a smaller engine. Not every game is COD. If you are making the new COD or Tomb Raider you're getting tens of millions in funding at least.
How hard would it be to make something ps2/gc era from scratch nowadays?
Something like DMC3.
Most games in the PS2/Xbox era used Renderware. So they didn't do that either.
>How do waste $900k of your $1 million budget.
>And have something your can rely on for your projects going forward without licensing fees or other horrible monetization schemes.
Being able to sleep knowing other people cant fuck your lifes work over as easy as it is with Unity is a really nice +
>Complete documentation for your engine
>Performance optimized for your game
>Could even license your game engine to other developers
Be a tool maker and not JUST a user
You’ve never even attempted to make a game engine.
t.made a game engine
Sonic Colors Ultimate was apparently ported with Godot.
It was just used as a rendering front-end, basically. Not really a proper port.
AA games aren't even as successful as indie games you must be retarded if that's your criterion.
What's a AA game? What's an A game (besides the one I bring to your mom)?
Cruelty Squad was good
Ask me the same question 5 years from now.
In a way.
For indie stuff, I think there might indeed be an exodus to Godot once devs finish up their current Unity projects.
On the other hand, I believe Unreal will continue to dominate the AAA market.
I unironically use it mostly for making 'interactive art'. I don't really care about my games mechanically too much, as long as they are artistic. Not necessarily realistic, but aesthetic.
>for making 'interactive art'
I learned a new euphemism for porn games.
Lol but seriously, I don't make porn. I just mostly want to make good looking shit but I can't paint in real life.
You sure you don't want to? You could make fucking mint if patreon porn game makers are anything to go by
how hard is it to make porn games?
Not all that hard. Just do another remake of that old breeding flash game, post a pre-pre alpha version with 3 animations and then milk the patreon retards till kingdom come.
Just make a visual novel, but download DAZ so you can put titties in it
Can you draw bobs and bitch lasagna?
Just make text porn games. There's four that has some users.
share some of it anon, sounds interesting
>share some of it anon, sounds interesting
2d walking simulators
Yes it did win not because it's good. It won because unity just reverse fucked itself in its ass.
.. A participation trophy.
I'm glad my choices are now down to Godot and Unreal honestly, Unity just made the eventual completion of my game a much greater possibility.
Unity taking itself out is the best thing to happen to the games industry in the last decade+
what went right?
Ah yes, my favorite feature of O3DE is shoved gender politics and wokeism.
i am underrepresented in gamedev, there is 0 me in it.
>Unity
fucked up
>Unreal
too heavy
>Godot
is shit
>enginedev
too much trouble
my gamedev years are over
>my gamedev years are over
Good riddance.
>is shit
lmao you're not even trying. It doesn't make pretty enough graphics for you just say that.
It's actually a great engine in every other way.
Come home.
>couldn't even get past step 1
They never started.
they never started and they never will, you are a failure and you should kys
The floor for being a game dev should be writing your own engine no matter how shit it would be.
also
>no graphics library, vulkan, opengl, directx
>write it in C, from scratch
Ah yes and a person printing 3D models should build a 3D printer and create their own resin or PLA. After all, that's the floor.
>no vulkan
Nigga I ain't writing a fucking driver for my game.
just use unreal holy shit
>too heavy
doesn't matter
just build your own engine ffs
>too much trouble
and you expect us to believe that you wanted to be a gamedev when you're afraid of a little challenge.
Theres o3de, but tbf unity turned their model into a royalty-based engine, just in a more complex way. I dont understand the hysteria, if you want to make a free mobile game youre fucked, but if youre selling your game for $20 or more and using unity, thats a 1% or less royalty (essentially) only if you make over 200K in a year, which you wont because your game prob sucks cock.
And since theyre removing plus, it would be amazing to see the splash screen removal on free. For those of you that are trying to sell a game on steam for money, simply do the math and its a significantly better deal than unreal engine. Hell, even if you sell your game for 5$ on google play, thats only a 4% royalty. Simply report fraud to unity if you end up with mismatching installs-revenue and im sure you wont be charged.
flax engine developed by one guy already has better 3d features than this peace of shit even after large community and millions invested in it
fuck this shite man
>topic is about a game engine
>some guy obsessively telling everyone to attempt to make their own engine
Every time. It's such a religious cult like mentality.
We all lost.
Godot can't even display my high stylized 3d models withou lagging while unity could show 100's even on low end hardware.
We only have unreal left, even for 2d unreal is still better than memedot.
>even for 2d unreal is still better than memedot.
is this actually true
Unreal has pretty great UI authoring but I think that guy is just another melt who doesn't even make games and just likes to poke at stuff and blame the engines for not getting anything done. I can sense it.
>>even for 2d unreal is still better than memedot.
>is this actually true
yeah, sort of. unreal has a much faster workflow if you're competent. so it's not that it's better for 2d, it's just better overall.
if you're retarded or a troon then you'll never be capable of getting the most out of C++ and blueprints, so of course you'll insult what you're incapable of understanding and instead will choose godot because "its not there yet but wait five more years for godot 4.3.77 and then you'll see"
godot 3 or 4 ?
It's pronounced Go Dot
no real language has even a second thought about how to pronounce it
Godot isn't a language brainlet.
godot is shit
stop recommending it
it's like someone encouraging people to get in a lifeboat made of paper to escape the titanic
YOU
CAN
NOT
MAKE
ANYTHING
GOOD
WITH
GODOT
except pixelshit
DO NOT REDEEM GODOT!
godot is shit
>godot 3.x
retard
Unity uses Physx, basically it's doing the simulation on the GPU.
even with low physics use, godot is still ass
godot does better than I thought it would. The basic difference seems to be that unity optimizes for retarded tests like that whereas godot doesn't. Under unity, most of the cubes are perfectly still, where in godot they're all slightly gyrating. Basically, unity has an optimizing to detect when you create a ball pit and do less physics, godot doesn't have such an optimization, so its doing more physics. I would bet that a real test would put godot within a factor of two of unity.
>retarded tests
it's called physics and every game uses them for collisions, godot struggles with around 1000 of them, and it gets far worse on lower end hardware or VR, where you need to keep solid 72 fps
godot is pure trash, everything I made for it ran much better in unity
what I hope for is a proper FOSS engine that doesn't suck, godot is not the solution
it's still shit, even in 4.1 and 4.2
How many games do you play that involve jumping around in ball pits? The complexity of physics depends on the number of interactions that you need to model, which is in the square of the number of objects in close proximity. You can see that godot jumps off a cliff after a certain number of boxes, where unity decays linearly. The explanation is simple: unity isn't actually modelling all the interactions. So you're retarded "its called physics" rejoinder is wrong: unity isn't actually doing the physics, hence why it performs better. Unity would still be preferable if the optimization it uses (of doing less physics) was useful in real world, practical cases; I assert it isn't. Most of the time, you have a small number of objects in close proximity to one another, and both engines can handle that fine.
>unity isn't actually doing the physics, hence why it performs better
it is doing the physics, you will never make a game with physics in godot
Another retarded test that has no resemblance to actual games.
>no resemblance to actual games.
just like godot games, which is why nobody uses it, it's not capable enough
>it is doing the physics, you will never make a game with physics in godot
this isn't "doing physics", dumbass. it's a collision model. and it's not a terribly good model if you've seen a few objects collide in your life.
the most popular mathematical model under the hood of these engines is typically newton's method which is objectively crap, but good enough to fool people who have suspended all disbelief in favor of fantasy (gamers). it is blindingly clear that the results have no connection with reality if you watch to the end of your video where things fly away because their initial pose is poorly handled by the model.
i suspect that the clever folks at unity have statically allocated tables that approximate newton's method (itself an approximation technique) so they don't need to calculate the derivative at each step. this gets you a lot more speed at a further cost to accuracy.
Couple UMMM ACKSHUALLYs here. One, PhysX typically beats other real-time physics engines in both performance and accuracy. In any case, you can't assume one engine is more accurate just because it runs slower. Two, the interactions between a bunch of constant-size objects of modest velocity & limited by the speed of sound is closer to linear than square (constant per object rather than linear per object), because the interactions are limited by both packing and the speed of information propagation (sound in this case). So it's a fallacy that either performance or accuracy must pathologize.
Sega used it to make the Sonic Colors Switch port.
Sisters, not like this...
>https://github.com/godot-jolt/godot-jolt
Jolt is like 3 times faster. Why? Is Godot a poorly optimized engine?
yes
Why dont they just use bullet?
try not running a debug build
Why do you need more than 1000 cubes simultaneously colliding constantly in your game? Also was this test done using the multi-threaded physics option or is it just default settings?
If you do need over 1000 physics interactions happening every frame for some reason, couldn't you just use a plugin for a physics engine designed for that purpose, like the Godot Jolt plugin? You could also use a compute shader to fake the collisions? You could also use some kind of physics LOD style system? You could use an ECS plugin like Godex or Bevy (via godot-rust)?
I think you're just some dumb sperg who doesn't actually know what he's doing but likes to pretend he does.
Sour grapes over game engine choice is not a good look, my friend.
Cube stacking games are out!!!!
A bunch of the cubes in the Unity test are going off screen and are not even rendered lol
>pa fucking jeet
>generic EDM
cruelty squad is fucking sick and it was made in godot?
almost as if the quality of your game isn't decided by whether you can have 100 or 1000 active physics objects
do you also have some games that arent reddot shitposts or this is the power of godot?
game's actually good its like hitman but batshit crazy it isnt a reddot shitpost fag
fuck off juan, i wont give you money stop begging
>want to game dev
>first decide to learn C from the ground up because I really want to figure out what this memalloc shit is and I don't want to release something that requires a supercomputer to run the main menu at 90% load and 80C idle
>also in parallel try and to /ic/ so I can get a better idea on how to do concept art
>also in parallel try to learn blender because eventually I'll want to make my own 3d models
>have had four surgeries and counting this year and every time I come back it feels like I've never started
>never wrote down my ideas so I can only remember fragments here and there
FUCK
Same story here only I fall off the wagon after every family "emergency" conjured up by my wife.
C and FTEQW here.
>FTEQW
based
(need to actually start learning it though)
Yo, similar story here, except never tried to learn art and instead want to recruit drawfags from other boards. What surgeries you had to do?
i see this motherfucker all the time so I believe you.
We have churros-
tortas fritas >>> churros
>tortas fritas <<< free churros
>write your own engine
Okay, how do i start? I can write a few code in C and Assembly but I haven't done any long term coding projects outside of uni. Throw textbooks or a pastebin at me, I'll read it. Just to get me started on making my non-AAA dream game (which I'll probably use Unreal for anyways).
There's a long running video series on youtube made by Casey Muratori where he does exactly that, a game from scratch
Except he doesn't make a game from scratch, instead he gets stuck on the most elementary game programming concepts the whole time and does in years what takes a few days for a noob (also from scratch).
>a teaching series takes time to teach
SHOCKING!
>look through his youtube
>barely any videos
>look through his site
>scattered articles generally about software
>some of which are about specific aspects about some of the games he's worked on
I'm probably blind but where is the long running video series?
Did everyone just forget that Unity was acquired by a literal adware/malware launcher developers?
"writing your own game engine" is pointless boilerplate nonsense only armchair developers would ever suggest.
>games made with godot
bunch of indie tranny platformer pixel art aids
>games made with unity
bunch of indie tranny platformer pixel art aids
>games made with UE
literally a long list of hall of fame AAA games
AAACK!!!
BASADO!!! I KNEEL UNREAL-SAN!!! PLEASE FUCK MY WIFE FOR ME
>BASADO!!! I KNEEL UNREAL-SAN!!! PLEASE FUCK MY WIFE FOR ME
Crye about it some more. Scream bitch.
>VOIP still fucked up
>dev out of business
You only play generic fps games, got it.
Games made e
with Unity:
- KSP
- Cities Skylines
- Among Us
- Fall Guys
Just to name a few popular ones
Kinda demotivating to see that a project of this magnitude is surpassed in revenue over three times by a single furry porn game on patreon
no it didn't. godot only won for people who use 2d. Try making anything 3d that is above 1995 level of grpahics and it will shit itself.
It should be illegal to make games above 1995 levels of graphics
fuckoff, 2010 graphics are the best. there was no need to go upwards. meanwhile godot can't really hand anyhting above few polys and shitty textures or no textures at all but mateirals with solid colors only
you just put tow character into scene each with 8k polys and a small room with table and chairs and it will shit the bed
It's more like the other guy commited sudoku mid-competition but a win is a win I guess
Lol no, everyone's moving to Unreal en masse now
Nobody is going to rely on FOSS basement dwellers for their profitable projects
Godot is for hobby enthusiasts at best, and with Unity out of the game, people will start realizing that even more when comparing with Unreal
Nobody is going to use Unreal for light indie games the engine runs like ass on low end hardware. (especially handheld, mobile)
sounds like still issue on the indie dev's part
>vidya gayms
what is better for 2d godot or unreal ?
>used gamemaker for 15 years
>language is easy to understand while also being fairly powerful
>no asset pack / model shovelware games like unity has
>it just works
>"yer not a real programmer if you didn't punch the cards yourself!!"
>don't care
any comfy gamemaker chads here?
I've used it before and I don't have anything bad to say about it.
0 relevant games made on Godot
Unity is going nowhere. This shit is completely overblown. The new fees will not impact 95% of Indie game devs because they will never make 200k or 200k units downloaded on a single game.
And if you are a professional studio big enough that has to pay, you are still getting a much better deal than unreals royalty.
This is onions dev wanna be developers who think Unity is/should be FOSS
Do you think that Rust or Tarkov devs are going to pay for their shit ?
Of course not.
>200k or 200k units downloaded on a single game
installs not downloaded
> make a AAA game in godot, somehow
> release it and start making sales
> receive letters from dozens of companies informing you that you violated their patents and need to pay up
> no refunds
Basically yes, after Unity shot it self to head because of that retard from EA.
It's now Godot or UE5.
UE5 - big, good graphics, still monetized but after 1M so not a big problem.
Godot - free for all, loads instantly, works, getting updates, good community.
Both are good choices.
Fuck Unity.
the more i read about godot the more i'm skeptical about it
let's face it, ue5 is about to absolutely monopolize the scene right now
Of course UE5 is perfect for a lot of projects.
To be honest you can make a game there even if you don't know how to code. Blueprints where absolute shit before now you if you nativize them they almost on par with C++. It's still best to do C++ and BP but yeah.
UE5 is going to get bigger and with latest release 5.3 you get nanite for environment. Absolutely fucking unreal it's hard to compete with that to be honest.
Im only thinking about Godot when it comes to 2D but for anything 3D unreal 100%.
People shit on GameMaker but it's absolutely better for 2D development than Godot right now. It has built in shader support, even without code, and if way fucking faster in the performance department. It's just not free, though.
>you get nanite for environment
We're going to get a new generation of even more soulless games. Great.
Not that I play AAA games anymore anyway.
Whats stopping Unreal from doing the exact same thing Unity is doing now in the future? You create your game in Unreal since it's hottest thing now, and in 10 years Tim Sweeney dies from falling out of a tree then Epic gets a new retarded CEO who then decides after each install of your game you have to send them penis inspection records + tip.
>Whats stopping Unreal from doing the exact same thing Unity is doing now in the future?
whats stopping godot from doing that too?
the lack of TOS
It's foss, retard
unity fiasco is what should stop them
they would need to be retarded to pull such a israeli move
especially considering they're about to get a massive wave of unity-fags moving to unreal now
You're missing out if you're not at least using it as a GUI option in place of Qt or similar
I don't have real-time information about events or changes that have occurred after my last knowledge update in September 2021. Therefore, I'm unable to provide specific information or opinions on any changes to Unity's pricing that may have occurred since then.
However, Unity has historically made changes to its pricing and licensing model based on market demands, customer feedback, and its evolving business strategy. Changes to pricing can be controversial, as they can impact developers and studios using Unity for various purposes, from indie game development to large-scale projects.
If you're interested in the latest information and opinions on Unity's pricing changes, I would recommend checking recent news articles, official announcements from Unity Technologies, and community discussions on forums and social media platforms. This will help you get a more up-to-date and comprehensive understanding of the situation and the reactions it has generated within the Unity user community.
I'll just leave this here.
give us money now 😉
Say I have two computers. One of them has some Unity game on it. I download a copy from my first computer on my second computer (idk FTP or something). Does the developer owe Unity Tech another $0.20?
according to Unity, yes
godot still sucks and it won't improve any time soon people will keep on using unity after they walk back a bit thats how big corps always do this shit.
There are so many more alternatives but because some fags here use Godot its now the "best"?
Actual developers dont give a shit about your hobby projects. They give a shit about:
>Games already released on the platform
>Documentation and other materials available for a platform
>Monetization
>Popularity
that entirely depends on your game and has fuck all to do with the engine
Anyone got a video of just summarizing all the godot programming paradigms for programmers? Everytime I try to do stuff in game engines I just get confused on their collision system despite making basic games in SDL fine, cause the way they do stuff is so retarded. Plan on skimming through this, you guys got something better?
still vastly incomplete and sometimes straight up incorrect documentation, many basic operations/mechanics in unity/ue need to be reimplemented with weird hacks and unintended features interoperation that are explained only hidden in the forums or discord
scripting uses a weird python slang that is different enough to throw off your muscle memory without any advantage that warrants it
it's ok for shitposts like cruelty squad or 2d puzzle games but it's still years away from being an unity alternative, let alone a replacement
this is not a photoshop vs gimp situation but more of a photoshop vs paint
Godot was a hero, I just couldn't see it
How good is Godot for pixel art stuff?
I am pretty good at drawing and have been doing pixel art for the last couple of months and I wanted to create a short lewd game on Unity but now they have gone full israelite I thought might as well try Godot.
Want to make something with animated sprites but also more complex art.
it's very good
There's an autist on /d/ who's making erotic games in godot
Even dumped the full source for ero witches once, the blessed lad
More like SDL2 won. There's nothing better than you have control of everything.
>raylib
Just no.
Give me one reason not to use Raylib.
Just no.
For a lay man, what's the difference between these two? I somewhat understand what SDL is.
i wish the "but cruelty squad" retards would stop talking and understood that that game is supposed to be shit, but not everyone wants to make an ironically retarded game
Dome keeper