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File: Godot_icon.svg.png (55 KB, 1200x1200)
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I've heard of people using it for small simple 3d games. What do you think of it overall as an engine?
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>>1023041
Programming a game is a /v/ or /vg/ thing, they'll be able to better help you, tjis board us about the craft of 3d itself
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it sucks dick and is a tranny engine
learn unity and ue5
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>>1023041
it is what Cris uses so it is despised here by default, the biggest complains are now the render engine and the encryption, to have its own language it is also a pain in the ass, yes you can use c# too, overall Unity or Unreal are better options.
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>>1023063
no one cares about cris
i used godot before cris and it's a shit engine made for generic pixeltrash platformers
it sucks at 3d
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>>1023064
I think they improved performance at some point or something, I've used unity only so idk really.
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>>1023063
gdscript is just python with less libraries
it's far easier to learn than any C-based language
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>>1023063
also encryption doesn't matter when even most rpgmaker or unity slop is easily decompilable and used to have just plain assets in the folders

I can't understand the mindset of people who care about pirating their game. your enough for anyone to care anyways
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>>1023062
>troonity
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>>1023041
In terms of it's actual 3D performance it seems adequate but I don't think anyone would dispute that Unity is probably still superior. I've only made basic Godot prototypes (character controllers, a basic GUI, maybe some enemies, etc) at the moment and I haven't run into anything that's a deal breaker, it's just that Unity's renderer is more optimized iirc. For "small simple 3d games" it's more than adequate, as long as you aren't pushing the boundaries you'll be fine.
I'm not going to go into general engine features too much but I like Godot's node setup more than the way unity is structured (I haven't used unity since a high school class a couple of years ago though). It has C# support which is missing a few features you get with GDscript (4.0 can't export C# projects to mobile, for instance), but for PC games it's pretty much feature complete.
If not for the install fee fiasco I'd tell you to just use Unity but even though they rolled it back methinks the rot is terminal and it's only a matter of time before they try again. You can use Redot if you think Godot is too full of commies and both will probably get better with time.
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Unreal Engine 5 shits all over this thread and /3/

Clearly the most superior and artist friendly engine out of all
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>>1023079
>artist friendly engine
a real shame it also means retards try to make anything with 0 understanding of how to optimize
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>>1023082
If you are not a lumen indian and know how to optimize, then UE5 will become your best friend. You pass and they get filtered, they don't matter. I'm playing the doom arena shooter Deadzone which runs on UE5 and it runs great at 200 fps.
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>>1023079
>>1023085
>troon friendly
>troonzone
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>>1023085
Bro has a superiority complex because his neonvomit slop with negative aesthetic appeal looks realistic
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>>1023090
>le realism strawman
Zoombro is illiterate since I didn't mention that. I only said it's good at 3D.
>posts one out of the double digits zones which is neon
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>>1023041
Its easy, its 3d is a bit painful though and i hear its shader system is inferior to unity. Also a lot of documentation is just outright missing

Basically if you're a beginner its great until you hit a wall. If you're advanced enough to trivialize the walls then you're probably able to read the engine's code itself or just make your own implementation of whatever you want, and at that point you probably dont need godot really. Its skeleton system is aids and the person who's supposably developing it vanished some years ago like the fucking avatar so good luck there, the blend trees are nice though
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>>1023041
>What do you think of it overall as an engine?

In my opinion, Godot is the best, especially for small projects and generalists.
I love it because its whole philosophy is built on the scene system, which allows you to treat everything as an individual, reusable component (a "scene"). Everything from the playaer, to the gun, to the bullet.

Once you understand that you should give every single asset its own scene, the entire development process becomes incredibly easy, modular, and simple to maintain. Changes to one asset update everywhere it's used, which is a massive time-saver.

https://youtu.be/6ktDdjk1_Hs?si=cdimgd0Jv4oe2P9m
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>>1023062
>jewnity
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>>1023062
>it sucks dick and is a tranny engine
Should've left it at that.
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>>1023168
back to
>>>/pol/

transphobic antisemitic chuddie
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>>1023069
Yes but C-based languages are way more versatile. Why take the time to learn something that only has 1 use case? Especially if OP doesnt have a background in programming to begin with. IMO learning C-based languages would be more valuable
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>>1023150
this
I have ditched most of the scenetree in favor of my own component-based implementation for physics, character controllers and an event system that makes things happen, but I still have every asset as its own scene because it's so damn convenient and "just werks"

>Why take the time to learn
you don't have to, it's just Python syntax
that's like having to learn Numpy
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>>1023150
and that's different from unity prefabs how?



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