For more context, the Godot Engine lead developer has published an article responding to the article I mentioned at minute 3:54 "Godot is not the new Unity", you can see it at: gist.github.com/reduz/cb05fe96079e46785f08a79ec3b0ef21
Godot Engine may not have as bleeding edge graphics of the commercial engines, but if you're an indie studio and you don't want your game stolen from you and your studio left bankrupt, then you had better choose the FOSS option...
@@fredashay it's not about bleeding edge graphics, it's about fundamental performance issues with engine API calls that would affect even low graphics games
@@NihongoWakannai they have no such issue in hot paths. Basicaly, they optimize things which should be optimized only, because they have no resources to optimize everything by default.
I don't know, often I see people completely obsessed with creating AAA games, while most indie games out there are either 2D (and sometimes quite robust) or feature simple 3D graphics (I'm not talking about whether the game is fun or not). This fixation on the idea that GODOT is bad for 3D seems silly to me, especially if they're only interested in creating 3D elements that usually aren't remarkable anyway. It's as if they don't know what they need to work with, and that lack of understanding leads to their own frustration.
Yes, it's like wanting a sports car and then not being able to go over the speed limit. I suppose it is due to the beginner's enthusiasm for creating games with high graphic quality, then as you see how difficult it is you lower your expectations.
I like to see the healthy criticism to make the engine better. Hopefully with the new level of support Godot can begin making improvements to change this. After all no software can be "great" without proper funding... Its my hopes that just like how blender took massive steps from V2.9 to V4.0, maybe Godot can make massive improvement between V4.0 and future 5.0/6.0.
The jump from version 3 to 4 has already been considerable, although there are still some issues to be polished in Godot 4, such as physics, mobile support, etc. We hope it follows the path of Blender as you say and establishes itself as an industry standard!
@@DavidSerranoIO Godot its not ready for a full 3D project yet is it? not even 4.2 will have Inverse Kinematics in it. im a total noob. but dont have time to waste. Would you recomened going with unreal 5 as a solo dev, using (stylized graphic only, not looking for aaa graphics) Thank you
@@MrXlee1967 If you're not looking for AAA style graphics I don't see why you can't get it with Godot. Of course you have the option of going with Unreal, but I would stick with Godot in this case if you like the user experience better.
@@MrXlee1967As a solo Dev I would recommended Godot over UE5. It probably already have more than enough features and tools you need. Plus development is increasing rapidly (it's in a position to become the next Blender). If at some point you feel you want to create AAA level games you can always switch to Unreal.
If a decent enough amount of people that switched from Unity to Godot stay then it's probably safe to say that we will see a massive increase in Godot's capabilities. Not just from the people who make the engine, but from the community who can make plugins, assets, collaborate on projects, and provide community tech support. Godot 4.1 just came out and now with this flood of new people I'm excited to see where this engine goes now!
I think that as time goes on, people are so dedicated to Godot and what it offers, that they certainly will TRY to get Godot's 3D graphics as close to Unity and Unreal as possible. And I believe that such people will succeed.
If Unreal is like PlayStation or PC, then Godot should be like Nintendo. More focused on fun and accessibility rather than cutting edge technology. That's how I believe these engines will both remain relevant, in a balanced competition where they each have their share of the market.
I agree, it makes no sense to compete in the video game market with AAA graphics, there is a whole world of other genres and other graphics categories in which Godot can become a leader.
I was also thinking about that comparison. Godot being very versatile, but at the cost of performance, is a bit like the DS was against the PSP, with an innovative gameplay rather than performance. I'm eager to see the first wave of all the new games made with the godot engine by the unity refugees.
Godot just needs to focus on being good enough, not be the next Unreal.. I wouldn't even chase Unity's HDRP which is still > SDFGI by miles in capability. The ONLY AAA feature that should be chased is global illumination and shadows, Godot doesn't need nanite for one it struggles with a basic 10k physics test even with jolt, and basic assets, Unreal does this without breaking a sweat and of course with highly detailed assets, and GI in the background running to all at 4k btw(you need a beast of PC but it does it perfectly). I don't want this for Godot as for 1 increases workflow, increases development difficulty, it's just harder by default. Godot needs to just keep it simple.
Ready or not, its the only way forward, the foss world made blender, hell it made linux, it can handle a bloody game engine and then the greedy corporate choke hold will be broken. I would love to see a massively collaborative foss game too, might not be monetisable, but would be very cool
Honestly I'm fine making early PS3 and late PS2 era graphics. I just wanna know if the game I make can be mechanically deep and has fun gameplay. I specifically like fps and survival games with fun AI interaction, which I wanna mess around with in Godot.
The interesting thing about this, is that with Unity showering in gasoline and playing with matches... a ton of highly competent people are now turned off from the commercial engines they've been satisfied with for literal years. Godot is also going to see an influx of TALENT as people who don't want to do business with any of the major companies after Unity reminded them the company has you by the balls and can squeeze whenever they want are extremely invested in an alternative they can collectively "own". I wouldn't be surprised if Godot starts getting some serious contributions in the near future as talented and passionate people look at it, see issues, and say "Oh I can fix that in a few weeks because I just happen to be intimately familiar with the solution to this problem."
“people who don't want to do business with any of the major companies” ← also quite a few people who feel a little less strongly about it, but still choose Godot over Unreal simply because it's structurally a lot more similar to Unity and therefore easy to transfer knowledge and even port code
Some have stayed but as soon as Unity announced their backpeddling of an announcement a LOT went back to Unity instantly, for those that moved to Godot anyway, for those that went to Unreal are still with Unreal.
@@GouFPS still, I think this was an important wake- up call that taught people having their livelihood be entirely dependent on a big company who can decide to destroy everything for short term profit is a risk factor they have to consider when using a paid engine. I certainly don't want to be beholden to them and their whims
Godot is good. It has a slightly weird surface shader feel when coming from Unity, mostly due to unfortunate choices of defaults, but Godot ships out of the box with 4 lighting models, of which you usually combine 2 or more: In addition to Burley, Lambert, and Toon diffuse and and SchickGGX, Blind/Phong and Toon specular lighting, each of which Unity offers ONE (Lambert/BlinnPhong) plus various reflection mapping models, including Screen Space and Baked Reflections, the actual lighting techniques provided are: - Real Time Shadow Mapping - Baked Lightmap Global Illumination - Signed Distance Field Global Illumination, which includes Emissive Materials (!!!) - Voxel Based Global Illumination (semi-baked) - Screen Space Global Illumination (this of course includes emissive materials, and looks better than expected) Unity URP has only 2 of these (Shadow Maps and Baked GI) Unity Builtin also has Spherical Harnonics Lighting, which appears similar but much less accurate compared with Godot's SDFGI. Unity HDRP has RTX lighting. Unity has no first party Voxel Illumination and no non-baked Area lights or Emissive materials. For a stylized look, Godot is visually and technically superior even to HDRP. It's also much easier and faster to write shaders for it.
a small criticism about 2:19 - this post offers very little value to the conversation and I don't think it's worth including opinions like this. It feels emotionally driven considering the overall attitude of the post, and while the author may have legitimate reasons for their opinions, they mostly provide strongly biased takes with very little objective backing. This is in stark contrast to the post at 3:55, which is very critical, yet unbiased and informative. We need more articles like this one to properly drive the discussion forward.
Yes, the second article is quite well argued. As for the Reddit thread that I have included, I have done so because it came from someone who, as far as I have been able to investigate, has been a member of the community for quite some time. In any case, I believe that you have to listen to those who speak well and also those who speak badly, evaluate, and make your own personal conclusion, or so I think.
Actually, Godot has a rendering system like Nanite added to it, and they got some help from unreal engine developers to implement it. I think it just wasn't available yet because they had to fix a lot of bugs, but I think version 4.2 will ship with it, but version 4.3 will be the most stable version to publish your game in.
@@DavidSerranoIO He is blatantly lying. Godot does not have it. Mesh Streaming is just an idea in an open GitHub proposal, and nobody has started implementing it yet.
I think we need to stop spreading around rumors from mentally unstable people. For some reason Godot has some fervent haters. They often talk in vague terms about how they were wronged in the past. These types of people should not be listened to. Specific criticisms like showing inefficiencies in the C# and gdextension API layers, as that blog post you mentioned showed, is however great for the engine. The difference is that those are specific criticisms that don't try to insult the developers. Do your own research, people. If someone comes with vague negative criticisms, ask them to specify. If they cannot specify they are not to be listened to.
Important to remember when switching to Godot that despite having C# support it isn't Unity or if you work with C++ it won't be UnrealEngine, which is where I think a lot of the hate comes from people generally are lazy and don't want to throw everything out the window. Additionally 3D rendering from the ground up is hard, when you think you catch up the goal post set by the industry has been moved already. Lumen has quite a bit of resources poured into it by Epic and I don't expect most engines to just be able to copy that level detail and performance. That said it's good that they seem to take constructive criticism, it's easy to be blinded by expectations and forget to just listen what people really want from a given project/product.
Godot interface doesn’t make me want to curl in the corner and cry. It’s lightweight and beginner friendly. Also it doesn’t want to fry my computer like Unreal Engine. It’s free and open source. It even supports VR.
I think rather than godot not being able to do 3d, its more like more people need to do 3d in it. Godot is more than able to do the basic 3d up to AA games. Btw its "Lighting" not "Lightning" xd. Lightning is the thunder ⛈️ thing
@@madjunir Godot doesn't handle high object counts, and highly detailed geometric models well (yet), I don't thin 4.5 will bridge that gap but it will at least bridge the physics gap. 5.0 *MIGHT surpass HDRP with SDFGI 2.0 but we'll have to wait.
@@madjunir Might be a little too optimistic. But yeah, Blender had a humble and pretty rough start too, and is now one of the main 3D tools on the market.
From my tests, Godot can make a pretty decent 3D game. Especially with the dynamic global illumination, that allows decent lighting in large worlds that just cant be archived with baking lightmaps. I still have to see how the engine handles when there are many assets to be handled, loaded in and discarded. And if there are memory leaks or fragmentation. Also: tech-demos might be nice to look at, but dont represent a realistic picture. They are usually just staging a pretty corner to look at, but could not be realized in an actual game, that has to have a coherent, complete world and also needs to work with the gameplay. Or use a very wasteful approach (light baking for example) that would not scale in bigger games.
If the developers focused only on version 4 and higher, and did not still support the 3.x branch, which takes a lot of time and effort from them, then Godot would have already solved half of the problems that he has now. Juan says that they have no problems with performance, but this is not true - on weak systems this becomes very noticeable, especially in 3D games: the game takes a very long time to load, a long transition between levels, fairly simple scenes with 3D objects begin to slow down, although it seemed would be, because of what exactly. They solve these problems with the help of productive systems, but the engine itself is not very deeply modernized or developed.
I completely understand your point of view, but supporting old LTS versions is key. Think about it this way: you want to create a video game, and you choose Godot 4. You know it will take several years, and what you hope is that the version of the engine you have chosen will continue to be supported for the life of your project. If this security does not exist, then your project may not be viable and you will have to look for another engine that guarantees this support. In other words: supporting older versions, or LTS, is an essential aspect for the success of any engine, including Godot.
Neat video - Nice balanced view - I love working in Godot and I think all the new users is going to help a lot but there are going to be growing pains - Been open source you can always fork it and go crazy.
IMO we don't really have a "perfect" option. You either put up with Unity BS and untrustworthy actions, Unreal's CPP and Blueprints (and possibility of Epic trying to screw up its users in the future like Unity did), or you accept that Godot, while not perfect, is what's left for you. In the end, use Unreal if you like it or if you want to make high fidelity/AAA games, otherwise Godot should be or will soon be good enough for your kind games.
The problem for now is realistic terrains and folliage. Godot is great for a stylized or simple 3d game, but the highend environment stuff is just not there yet
It would be wonderful to have a terrain editor included, if I'm not mistaken I think the issue was on the table...but I don't know what its status will be now.
Those demos aren’t very impressive, even for a mobile game tbh, just look at racing master and compare it to those “demos”, it is too far behind. To go over and state that’s Godot is good enough good enough is hyperbolic and I don’t think holds up all too well. The 3d performance especially on phones isn’t all too good atm, especially compared to Unity or even unreal. If you want to make a game that looks good using godot, especially on mobile eh you will have to wait a lot.
I don't get it when people say things like "Godot will NEVER be good for this thing" or how it could "NEVER compete with Unity or Unreal" How can you make such a bold claim? Look how far it has already come, and being open source means that the more popular it gets, the more opportunity for great developers to help develop it. Ignore they nay sayers, Godot is amazing and is definitely good enough to make commercial games! (I'm still new to it as a developer, but I have done research and played some great games made with Godot)
While those articles are a great read and have valid points, I feel like it is a bit unfair to only show 1 side of the story, the creator of godot had responded to these posts, yet there is no mention of that, in order for this to be a valid discussion, both sides should have gotten the chance to defend themselves, again, kinda unfair imo
I have been trying 3D in Godot 4 in the last few months and I will say that it has improved a lot since Godot 3. However, it does not scale very well and it is still lacking several functions which would help making the developers life easier. Said that, can it be used for a 3D game? Yes it can. I wouldn't use it for realistic graphics with a lot of 4K PBR textures and post-processing as it currently does not perform well for that use case. However it is very capable for stylized graphics or low-poly styles and its simplicity is very often an advantage. I will be back to it for sure when I finish my current project in Unreal as I have several ideas which would fit very well in Godot.
what engine, BESIDES unity, is good for "4K" graphics like Nier: Automata with 2B? I want the characters and creatures more nier or souls like, BUT environments to feel more whimsical "celtic" (opposite of gothic) and artistic for SOME areas, yet hostile areas feel like the opposite. But all environments are cartoony in the anime sense to a degree
I see no reason why Godot should be able to handle "triple A" games. Why even bother. Instead having a solid foundation that can be used to created good looking last gen small or medium size games would be more than enough for most of the users of Godot I bet. Those who have the budget and want the highest performance and graphical fidelity will anyway choose a commercial product like UE or build their own engine.
Godot outperforms Unity in terms of performance in 2D (there is new video showing godots node system is on par with unitys ECS system and destroys unitys gameobject system). I’m sure it will beat Unity in 3D as well. Unity seems to have a bad foundation. Godot does not need to beat unreal. Plenty of 3D games are not ultra realistic.
Agree Godot is becoming good enough for 80% of cases or gaming related projects. Development is increasing exponentially and anyone can contribute or fix bugs. At some point is going to become the equivalent to Blender in this space. For AAA ultra realistic games there's Unreal.
What video are you referring to? Can you try to share it? (I don't know if you can since YT has made changes to its link policy, but it would be nice to be able to see that benchmark you mention)
To help the creator, when a link is posted by a commenter, I have had luck in the past to add parentheses and slashes to sandwich the link. That way, it doesn’t seem to flag as either spam or obfuscate the link to be unsearchable. If it is still flagged, even now it should be somewhere in the creator studio, I believe it will be hidden. It can be unhidden. I too want to see the video. Good luck! ❤
It is mainly because it doesn’t scale well, that is why the most you will see on godot 3d are simple indie games or mid tech demos. It will be better in the future, I just hope people don’t try to cope their way through it saying it’s good enough when it has issues atm, it’ll get better share but that will take time.
@@mikhailhumphries I know it has big issues with stutter, I played a really simple racing game made with godot god it was a stutter fest when there was more than 2 objects.
@@oo--7714 i started notcing a stutter with my game too. like it was a steady 60 fps for a simple enough scene then once you see like 4 objects at once, it stutters for a moment. i notice anytime theres a few objects seen at once it does this. i tried to make it not have too many faces on these objects too so hmm, thought it was just cuz i didnt do enough optimizing. maybe it is a limit with godot. sadness, maybe i really should switch.
One thing important to mention while Unreal is amazing and unmatched. Indie Devs need to ask themselves what they can do will and art wise. Because a game is about the art aspect and also what you can add financially into it. I see many so called aspiring indie Devs wanting to make AAA games but without a budget and a team it's a dream. Godot offers simple tools and gived you the possibility to make games hence on a smaller budget in also a good amount of time. That's important people tend to forget Hollow Knight came from unity and without a doubt could be done in Godot.
Essentially, my first game was to create a simple short horror game. As for the graphics, I opted for Source engine-style visuals because I love the atmosphere it creates. I had my horror project halfway done in Unity. After all the controversy that happened with Unity, I decided to try Godot once my first game is finished. However, I'm not sure if Godot 3D is capable of capturing that Source Engine look based on performance.
not everyone is interested in producing AAA. especially at a time like this, when people are finally giving up on the big studios and are coming to terms with lower detail and visual realism. and i for one am not interested in making myself susceptible to potentially being basically blackmailed in the future because i used proprietary software and the owner suddenly decides that it should now cost money, like we've seen with unity. i generally aim to be as self sufficient as possible. for that there's only one way if you don't want to write everything yourself from scratch, and that is open source.
Unfortunately, Godot is way behind Unreal for realistic graphics and massive scenes, since the creator said it will never adopt data-oriented design or ECS for its gameplay scripting. Its Nintendo Switch porting cost is $3,000 and there is no tool to port a Godot game to Switch ourselves
@@oo--7714 Unity has DOTS to create complex and massive games like V Rising. Unreal users doesn't have to worry about data-oriented design, because Unreal Engine uses C++ for its gameplay scripting
@@frontrider3240 According to an official Godot article, the developers are still evaluating it, because it is very hard to justify an architecture change
I find it hard to use Godot at the moment because tutorials really are more scarce for what you are specifically looking for. Like if I want to do a specific thing in Unreal, I have a higher chance of finding something very close and follow it. Godot seems to be upheld by small collection of highly skilled developers who make great content, but they can only cover so many things; not something everyone is looking for. Regardless, I feel safe following the Godot learning route because it can never be used to screw me over. It is open source. For Unity as we have seen, and potentially Unreal since it is controlled by a company, threats to developers are very real.
Has visto que en Quest3, acaban de lanzar godot, para hacer juegos directamente desde el visor? Me parece muy interesante, no sé si podrías hablar sobre ello si controlas sobre este motor
Algo controlo, pero no tengo las gafas. Y teniendo en cuenta los acontecimientos de los últimos días tampoco es que tenga muchas ganas de seguir haciendo contenido sobre Godot...
I spend the last 2 weeks learning Godot, and I have to say, it can even do 2D properly. If you do pixel art, you have jitters, your sprites wobbles, when player and/or camera moves, everything jitters. They seriously need to fix this, I can read this has been a problem since Godot 3.2?
I think the opposite, Godot is the only engine in which I have seen a completely fluid and functional 2D.... do you have any weird or specific configuration that you think may be causing you that problem?
Godot should NOT try to make roads into the AAA sphere, or try to position itself as a competitor to Unreal. No matter how much I like it for 2D, I understand that it’s barely even a competitor to Unity when it comes to 3D and infrastructure. The push towards trying to match Unreal’s undeniably incredible technology, towards photorealism and cinematic experiences and enterprise-grade services, is what caused Unity to lose its focus, become bloated and increasingly corporate-minded, and led to its questionable expansion and profligate acquisitions… as well as the recent inadvisable moneygrabbing shitshow / licensing rug pull. Godot needs to just fix what they have, and iterate on it, like established, professional, but relatively humble game engines such as Defold and GameMaker. Disclaimer: I’m considering moving from Godot to Defold because my experience of Godot 4 has not been great and I’m disappointed in the reality of it after a few years of community hype. The lack of export to consoles is also a bugbear, not that I’ve got anywhere near completing a game worthy of such a move.
@@samuelchristian2688 - That will be a paid-for service by a third party, won’t it?. There are also already 2 or 3 other providers for that service. Defold offers export to PS4 and Switch for no extra fee, though you obviously need to be a registered developer with Sony and Nintendo to get access to those build options. (You can pay to have access to the source code too if you need it)
SDFGI doesn't even compete with lumen/nanite, it's just basic global illumination and even Unity does it better. Godot is a hobbysts game tool (right now), but doesn't be mean it won't compete in the future. Cause even Paper2d and PaperZD for unreal basically nulify the reason to even use Godot, sure learning unreal and those tools takes time but once you do it's really easy and blueprints are a snap.. but I like C# tho so kinda stuck in Unity/Godot land for now.
@@samuelchristian2688 well I actually contacted all those console porters, Godot is MORE EXPENSIVE to port than Unreal or Unity since they give you the export. But these are established engines/companies so this may change, also even defold offers console support and is free (you just show your licensed and they send you the export). On the plus side you have zero royalties to pay but most will never hit that $1M mark anyway so it's a mute point, Godot would still be more expensive to port to consoles. Your pricing and negotiations will vary widely than mine.
Godot is amazing for 2d games, even with some bugged systems, like 2d light/shadows mask, it's scalable and can handle big beautiful 2d games. For 3D it still has a long way to go, but i do believe it can handle mid-sized games with good enough graphics. I totally understand it isn't enough for some big or high-fidelity projects. But to dismiss the entire engine like the guy did in that post, it's a bit of elitism, ok it is not the solution for you, but for a lot of indie projects is more than enough.
Yup, Godot doesn't scale - so true. It is good for simple and/or small indie games and tech demos. I'm not talking about the level of details, textures, or lightning but just the number of nodes. Take a tech demo scene, copy-paste it 100x, and run it - good luck. The lack of the most important 3D tools like a terrain tool is also obvious. If you are making a small game with small scenes or a 2D game then sure, use Godot, but if you want to create a real 3D game then use UE5.
Im someone whos been learning Unreal engine 5 to make my games but this whole unity trying to pull the carpet out from underneath us and retroactively change there EULA to add the runtime fee im afraid Unreal will try something similar Which is why ive been considering switching to godot
I don't feel Godot is even aiming to be “a prominent contender in the AAA video game industry”. We have O3DE for that slot. My understanding is Godot seeks to be “the best contender for the average indie studio” (2d or 3d). Which is not the same as “every” indie studio either, since indies by nature are more likely to go out of the box and end up with niche requirements.
Hi so I am in college for computer programming but I want to start game development I want to use Unity but they have a pricing system now so I will just use godot I wanted to know if godot is good for horror and action games and survival I wanna make a pixel action rpg and a horror action game in 3D but I don’t know where to learn if anyone can help me with this please do but I want to really use Unity for 3D games also Unity and godot but I know I have to choose one but I don’t know which one to choose
I would recommend Godot. As for how to learn, you have many resources available, from the official website with its documentation, the forums, and many tutorials here on RUclips for beginners. I would start with one of these tutorials.
@@DavidSerranoIO thank you and yes I also purchased a Godot 4 Udemy course I want to make a pixel rpg game overhead and a 3D horror game but with the horror game and action games is it good with Godot and I haven’t found a course that is for Godot 3D games
I am using Godot for 5 years now. Yes, of course Godot has some problems that need to be fixed. The current physics engine is a weak part for example. But some people are just hating Godot and are always very vague about their criticism. Like the text from the first guy you show in your video.
It just a guess, there different between unity and godot is people working to together while some close src is hard to develop to find bugs fixed. As well cost to develop the game engine. Godot Engine is easy and hard depend what game play and design for the game. They are build for small games. As for the features in godot people would create or improve or anything's to create a good features. Which there is plugin or add on features. Reason is simple to keep the file size down and not be bloat with features with the cost but the devs and creator is their own way to make money is their chose. I wonder if there other game engine does more as well like game maker studio. It all come down to co-operating without it hard to improve the game engine. Just like unity they either add and remove due how they manage them. Not sure since last used unity they remove JavaScript. Godot since release their 4.0.0 they did revamp their code. It take time to add on as well other creators. It a lot of testing.
Hi so I am in college for computer programming but I want to start game development I want to use Unity but they have a pricing system now so I will just use godot I wanted to know if godot is good for horror and action games and survival I wanna make a pixel action rpg and a horror action game in 3D but I don’t know where to learn if anyone can help me with this please do
I'm sure that there are exceptions to this, but I don't think anyone is coming to Godot with the idea of it being a AAA engine. I've seen a few of this type of video pop up lately, bashing Godot for its shortcomings. Its simplicity is what makes it appealing for new devs. More features and functionality make this complicated and difficult to learn. These videos will serve to make people wanting to learn and make simple games look elsewhere, likely give up on engines with a collosal learning curve.
Godot is great for non-realism games, like all mobile games, genshin impact etc. UE is great for realistic games like GTA 5 and movies. Both have their own nishes but godot may rule the whole Mobile game market in the future
Yes, it is possible, although today the ecosystem of third-party plugins for ads, analytics... is almost non-existent, and without that it is impossible to dominate the mobile market.
After a few days poking 3D in Godot I can say its a reasonable Unity replacement, if you were using URP. Godot is not on AAA level of quality, thats for sure, and devs who want to make AAA quality games wouldn't event consider using Godot in the first place, they go straight to EU5 now. So there is no point trying to target them. But for stylized indie games like toony games, retro-style stuff, 2.5D games (like Octopath Traveller, Don't Starve or Cult of the Lamb) I believe it can get the job done. And thats not taking into account great 2D capabilities of the engine, that already match, or even can exceed Unity in some cases. Thats a big plus for indies too.
I saw Godot ask for a donation when downloading the engine... If i can make at least six figures on my first game, I'll donate 10% of my net profits. I want it to become better and stay free for new devs.
Flax seems to be the better Unity replacement, at least in the 3d area. And personally for 2D, I think Defold is better than Godot. Godot is a good all-rounder though but also annoyingly lacking for mobile (3d wise) and unable to have the 3d performance on the higher end.
I quite like the concept of Defold, however I hate Lua as a scripting language...of course this is a 100% personal and subjective opinion. As for Godot for mobile, yes, I agree, there is quite a lot of work to do there.
@@DavidSerranoIO defold has its own little system of how to do things so it's a take it or leave it kind of thing. I'd recommend trying it even if lua isn't a language isn't something liked but I get it lol. And tbf I think flax might be difficult to optimise for mobile as well but I personally prefer it for 3d anyway.
@@DarkerCry As a programmer whose interest in the games side of things is purely hobby-related, my main issue with Defold is that it's under a modified form of the Apache 2.0 license with added clauses that violate the "no restrictions on fields of endeavour" part of the FSF's definition of Free Software, The OSI's Open Source Definition, and the Debian Free Software Guidelines. (Yeah, that "You can not commercialise original or modified (derivative) versions of the Defold editor and/or engine" part of it means that, among other things, you'll never be able to `sudo apt-get install defold` from the official distro repos the way you can `sudo apt-get install godot3` because distros like Debian, Ubuntu, and Fedora care a lot about that sort of thing when deciding what to host.)
@@ssokolow sure but that doesn't really sound like it would stop anyone from making a game with Defold, and in terms of mobile development Defold is much better than Godot. If you want a 2d game. Does have some 3d and it's slowly introducing more features for it though.
I personally have no interest in creating or being a part of AAA games. I don't often play them either. I'm a fan of indie titles and that's all I want to be involved with creating.
@@Integroabysal I've actually put in Godot 3D-scanned environment that has 1+ million polygons. My trick was simple script that splitted those to cubes that each have
Even if the graphical level isn’t the same However for Indi games etc it counts less Look at all the super games today look great and the game play is lame …
I think might come over to Godot for 3D (if I do I'll donate). Except I always seem to start out in a new engine with a character controller tutorial that allows the character to glitch through walls:( Does anyone care to share a good Godot 3D character controller tutorial that has no glitching through walls? I am fine with non physics and learning gdscript:) Don't be upset C#, you will always be my first😊
There is already no match between Unity and Unreal so comparing Godot to Unreal is a bit pointless. That being said, Godot is more than capable to rival most Unity indie games in quality, the issue is the pipeline and workflow which is more mature in Unity. Godot is a serious contender to Unity for most indie dev in 2D but need a year or two in the 3D department to really make the cut imo. All of the above apply to experienced Unity dev asking themselves if they want to switch, if you're a beginner, Godot is perfectly fine, by time it mature you'll have matured too.
LOL - comparing Godot with Unreal and complaining that Godot isn't as good... That's pretty dumb. Unreal has had hundreds of millions of dollars of R&D. It's the basis for most AAA titles. How about a sensible overview of Godot 3d's features?
You have not understood anything of what I am trying to communicate in the video. What I'm trying to communicate is that for AAA graphics you can choose Unreal, which is a great engine. And for another profile of videogames (AA, indies) Godot is a very good option.
I also want to add that Jolt is planned to become the default physics engine. I personally think they should have fully transitioned before dropping Bullet because the current default physics is making the engine look bad.
bruh , stop it , stop comparing godot to blender , it will never be that , blender was mostly good 10 years ago , it was not adopted as an industry standard cause Autodesk had a shitload of money to put in marketing and tons of contracts with big companies , that's why blender was overshadowed in the first place , blender was good in version 2.7 when i started learning it , and its better now with 4+ , godot on the other hand lacks a lot of simple yet game changing workflow , and from someone that's coming from rpg maker or game maker godot might be best engine you ever experience , but from someone that's coming from unity and has actually made a game with unity and finished it, its a total different story , yeah im pointing at ppl that got angry with unity cause they could not go past tutorial hell so they think godot is a breath of fresh air that will help them so they defend it like their life is depending on it.
I feel like I see Lillybyte a lot just trashing on Godot. I get having issues with the performance, it has been a critique for a while. But, I swear whenever I see them, it is vitriolic. Also, the need to attack the tutorial makers is wholly gross and uncalled for.
If you're going to make 3d games, you're better off with other Unity alternatives, such as Flax, Unreal or CryEngine. Godot, even Godot 4, has really bad 3d performance compared to the others.
Not for games with a multimillion-dollar budget in the style of large productions, but for the rest of the cases I don't see why it wouldn't be an option.
How about the LESS high end tech demos, or proper games? I don't know why everyone's always staring at some 8K RTX-GI simulation that would tank any consumer PC, running on any engine, while the typical oldschool low-mid poly + traditional textures and normalmapping / PBR, with mixed baked and dynamic lighting, would naturally perform a hundred or so times better, even on mediocre hardware.
I think you may look at Polygarden work to get a proper idea of what Godot can do. There are also demos with scan 3D implement on other channels and it look great. The Examples here are terrible in comparison
Not it is not yet. It doesn't even have texture streaming, meaning that all systems no matter how powerful, will lag if there are too many textures. You could never achieve UE5 or even Unity's level of graphical fidelity in Godot because the engine could simply not handle it. It's an amazing 2D engine though and the market for 2D games is huge.
For more context, the Godot Engine lead developer has published an article responding to the article I mentioned at minute 3:54 "Godot is not the new Unity", you can see it at: gist.github.com/reduz/cb05fe96079e46785f08a79ec3b0ef21
Godot Engine may not have as bleeding edge graphics of the commercial engines, but if you're an indie studio and you don't want your game stolen from you and your studio left bankrupt, then you had better choose the FOSS option...
@@fredashay it's not about bleeding edge graphics, it's about fundamental performance issues with engine API calls that would affect even low graphics games
@@NihongoWakannai they have no such issue in hot paths. Basicaly, they optimize things which should be optimized only, because they have no resources to optimize everything by default.
Pov: unity holding you at gunpoint as you say this.
I don't know, often I see people completely obsessed with creating AAA games, while most indie games out there are either 2D (and sometimes quite robust) or feature simple 3D graphics (I'm not talking about whether the game is fun or not). This fixation on the idea that GODOT is bad for 3D seems silly to me, especially if they're only interested in creating 3D elements that usually aren't remarkable anyway. It's as if they don't know what they need to work with, and that lack of understanding leads to their own frustration.
Yes, it's like wanting a sports car and then not being able to go over the speed limit. I suppose it is due to the beginner's enthusiasm for creating games with high graphic quality, then as you see how difficult it is you lower your expectations.
I mean, for AAA let's be honest, Unity wasn't a serious contender either 🤷
hahaha@@LaloMartins
Wasn't that Sonic Colors remake made with Godot?
with a fork of Godot actually
the engine was modified based on the requirements of the developers@@alu2901
I like to see the healthy criticism to make the engine better. Hopefully with the new level of support Godot can begin making improvements to change this. After all no software can be "great" without proper funding...
Its my hopes that just like how blender took massive steps from V2.9 to V4.0, maybe Godot can make massive improvement between V4.0 and future 5.0/6.0.
The jump from version 3 to 4 has already been considerable, although there are still some issues to be polished in Godot 4, such as physics, mobile support, etc. We hope it follows the path of Blender as you say and establishes itself as an industry standard!
What are the odds Blender 5.0 and Godot 5.0 would finally be supreme?
@@MangaGamified None. They won't ever be...
... because all Supreme does is sell you their logo on stuff. 😎
I switched from Unity to Godot lately and honestly, I'm really impressed by the 3D features and performance Godot has compared to URP
Yes, Godot is getting better every day and with the increase in funding they have gotten lately I am sure it will continue to do so!
@@DavidSerranoIO Godot its not ready for a full 3D project yet is it? not even 4.2 will have Inverse Kinematics in it. im a total noob. but dont have time to waste. Would you recomened going with unreal 5 as a solo dev, using (stylized graphic only, not looking for aaa graphics) Thank you
@@MrXlee1967ruclips.net/video/G_seJ2Yg1GA/видео.htmlsi=PJHXKXerp3VPqZ1P
@@MrXlee1967 If you're not looking for AAA style graphics I don't see why you can't get it with Godot. Of course you have the option of going with Unreal, but I would stick with Godot in this case if you like the user experience better.
@@MrXlee1967As a solo Dev I would recommended Godot over UE5.
It probably already have more than enough features and tools you need. Plus development is increasing rapidly (it's in a position to become the next Blender).
If at some point you feel you want to create AAA level games you can always switch to Unreal.
If a decent enough amount of people that switched from Unity to Godot stay then it's probably safe to say that we will see a massive increase in Godot's capabilities.
Not just from the people who make the engine, but from the community who can make plugins, assets, collaborate on projects, and provide community tech support. Godot 4.1 just came out and now with this flood of new people I'm excited to see where this engine goes now!
a lot went back when Unity backtracked their pricing model
@@GouFPS We'll see how long that lasts.
I think that as time goes on, people are so dedicated to Godot and what it offers, that they certainly will TRY to get Godot's 3D graphics as close to Unity and Unreal as possible. And I believe that such people will succeed.
If Unreal is like PlayStation or PC, then Godot should be like Nintendo. More focused on fun and accessibility rather than cutting edge technology. That's how I believe these engines will both remain relevant, in a balanced competition where they each have their share of the market.
I agree, it makes no sense to compete in the video game market with AAA graphics, there is a whole world of other genres and other graphics categories in which Godot can become a leader.
I was also thinking about that comparison. Godot being very versatile, but at the cost of performance, is a bit like the DS was against the PSP, with an innovative gameplay rather than performance.
I'm eager to see the first wave of all the new games made with the godot engine by the unity refugees.
Godot just needs to focus on being good enough, not be the next Unreal.. I wouldn't even chase Unity's HDRP which is still > SDFGI by miles in capability. The ONLY AAA feature that should be chased is global illumination and shadows, Godot doesn't need nanite for one it struggles with a basic 10k physics test even with jolt, and basic assets, Unreal does this without breaking a sweat and of course with highly detailed assets, and GI in the background running to all at 4k btw(you need a beast of PC but it does it perfectly). I don't want this for Godot as for 1 increases workflow, increases development difficulty, it's just harder by default. Godot needs to just keep it simple.
I would say Godot is more like PC itself, Nintendo does not like to share.
Ready or not, its the only way forward, the foss world made blender, hell it made linux, it can handle a bloody game engine and then the greedy corporate choke hold will be broken. I would love to see a massively collaborative foss game too, might not be monetisable, but would be very cool
it's not the “only” way forward, there are a few other viable open source engines. O3DE, Bevy, Cocos, MonoGame, GDevelop, Flax off the top of my head.
@@LaloMartins I meant foss engines in general
Check out Veloren, it's an open-source, contributor-driven game with nightly builds!
Honestly I'm fine making early PS3 and late PS2 era graphics. I just wanna know if the game I make can be mechanically deep and has fun gameplay. I specifically like fps and survival games with fun AI interaction, which I wanna mess around with in Godot.
The interesting thing about this, is that with Unity showering in gasoline and playing with matches... a ton of highly competent people are now turned off from the commercial engines they've been satisfied with for literal years. Godot is also going to see an influx of TALENT as people who don't want to do business with any of the major companies after Unity reminded them the company has you by the balls and can squeeze whenever they want are extremely invested in an alternative they can collectively "own".
I wouldn't be surprised if Godot starts getting some serious contributions in the near future as talented and passionate people look at it, see issues, and say "Oh I can fix that in a few weeks because I just happen to be intimately familiar with the solution to this problem."
I agree, this is where I think we will see these types of high quality contributions.
“people who don't want to do business with any of the major companies” ← also quite a few people who feel a little less strongly about it, but still choose Godot over Unreal simply because it's structurally a lot more similar to Unity and therefore easy to transfer knowledge and even port code
Some have stayed but as soon as Unity announced their backpeddling of an announcement a LOT went back to Unity instantly, for those that moved to Godot anyway, for those that went to Unreal are still with Unreal.
@@GouFPS still, I think this was an important wake- up call that taught people having their livelihood be entirely dependent on a big company who can decide to destroy everything for short term profit is a risk factor they have to consider when using a paid engine. I certainly don't want to be beholden to them and their whims
@@GouFPSi keep seeing you say a lot of people went back to unity, but do you actually have any evidence for this?
Godot is good.
It has a slightly weird surface shader feel when coming from Unity, mostly due to unfortunate choices of defaults, but Godot ships out of the box with 4 lighting models, of which you usually combine 2 or more:
In addition to Burley, Lambert, and Toon diffuse and and SchickGGX, Blind/Phong and Toon specular lighting, each of which Unity offers ONE (Lambert/BlinnPhong) plus various reflection mapping models, including Screen Space and Baked Reflections, the actual lighting techniques provided are:
- Real Time Shadow Mapping
- Baked Lightmap Global Illumination
- Signed Distance Field Global Illumination, which includes Emissive Materials (!!!)
- Voxel Based Global Illumination (semi-baked)
- Screen Space Global Illumination (this of course includes emissive materials, and looks better than expected)
Unity URP has only 2 of these (Shadow Maps and Baked GI)
Unity Builtin also has Spherical Harnonics Lighting, which appears similar but much less accurate compared with Godot's SDFGI.
Unity HDRP has RTX lighting.
Unity has no first party Voxel Illumination and no non-baked Area lights or Emissive materials.
For a stylized look, Godot is visually and technically superior even to HDRP. It's also much easier and faster to write shaders for it.
a small criticism about 2:19 - this post offers very little value to the conversation and I don't think it's worth including opinions like this. It feels emotionally driven considering the overall attitude of the post, and while the author may have legitimate reasons for their opinions, they mostly provide strongly biased takes with very little objective backing. This is in stark contrast to the post at 3:55, which is very critical, yet unbiased and informative. We need more articles like this one to properly drive the discussion forward.
Yes, the second article is quite well argued. As for the Reddit thread that I have included, I have done so because it came from someone who, as far as I have been able to investigate, has been a member of the community for quite some time. In any case, I believe that you have to listen to those who speak well and also those who speak badly, evaluate, and make your own personal conclusion, or so I think.
Godot 3D still needs a bit of work, but it is in a really good place right now.
Actually, Godot has a rendering system like Nanite added to it, and they got some help from unreal engine developers to implement it. I think it just wasn't available yet because they had to fix a lot of bugs, but I think version 4.2 will ship with it, but version 4.3 will be the most stable version to publish your game in.
I didn't know anything about it, do you know any link or resource where I can learn more about it?
@@DavidSerranoIO He is blatantly lying. Godot does not have it.
Mesh Streaming is just an idea in an open GitHub proposal, and nobody has started implementing it yet.
Uh no it doesn't, Godot has NOTHING like nanite... I think you're confusing it with Lumen which is the closest thing Godot has.
@@DavidSerranoIO He's talking about "auto lod".
You are talking about Auto LOD which is nothing like Nanite.
I think we need to stop spreading around rumors from mentally unstable people. For some reason Godot has some fervent haters. They often talk in vague terms about how they were wronged in the past. These types of people should not be listened to. Specific criticisms like showing inefficiencies in the C# and gdextension API layers, as that blog post you mentioned showed, is however great for the engine. The difference is that those are specific criticisms that don't try to insult the developers.
Do your own research, people. If someone comes with vague negative criticisms, ask them to specify. If they cannot specify they are not to be listened to.
I still don't know if the import texture issue has been solved yet, can anyone tell me if it's still taking 10 minutes to import a 4k texture??
Important to remember when switching to Godot that despite having C# support it isn't Unity or if you work with C++ it won't be UnrealEngine, which is where I think a lot of the hate comes from people generally are lazy and don't want to throw everything out the window.
Additionally 3D rendering from the ground up is hard, when you think you catch up the goal post set by the industry has been moved already. Lumen has quite a bit of resources poured into it by Epic and I don't expect most engines to just be able to copy that level detail and performance.
That said it's good that they seem to take constructive criticism, it's easy to be blinded by expectations and forget to just listen what people really want from a given project/product.
Godot interface doesn’t make me want to curl in the corner and cry. It’s lightweight and beginner friendly. Also it doesn’t want to fry my computer like Unreal Engine. It’s free and open source. It even supports VR.
I think rather than godot not being able to do 3d, its more like more people need to do 3d in it. Godot is more than able to do the basic 3d up to AA games.
Btw its "Lighting" not "Lightning" xd. Lightning is the thunder ⛈️ thing
Thanks for the clarification!! 🙏
The question is, where will Godot be in 5 or 10 years? That's my bet with Godot... and it's fun.
The next Blender probably. Godot 4.5 or 5 might just be as good as Unity for most game projects, if the development pace keeps increasing
@@madjunir Godot doesn't handle high object counts, and highly detailed geometric models well (yet), I don't thin 4.5 will bridge that gap but it will at least bridge the physics gap. 5.0 *MIGHT surpass HDRP with SDFGI 2.0 but we'll have to wait.
@@madjunir Might be a little too optimistic. But yeah, Blender had a humble and pretty rough start too, and is now one of the main 3D tools on the market.
From my tests, Godot can make a pretty decent 3D game. Especially with the dynamic global illumination, that allows decent lighting in large worlds that just cant be archived with baking lightmaps. I still have to see how the engine handles when there are many assets to be handled, loaded in and discarded. And if there are memory leaks or fragmentation.
Also: tech-demos might be nice to look at, but dont represent a realistic picture. They are usually just staging a pretty corner to look at, but could not be realized in an actual game, that has to have a coherent, complete world and also needs to work with the gameplay. Or use a very wasteful approach (light baking for example) that would not scale in bigger games.
If the developers focused only on version 4 and higher, and did not still support the 3.x branch, which takes a lot of time and effort from them, then Godot would have already solved half of the problems that he has now. Juan says that they have no problems with performance, but this is not true - on weak systems this becomes very noticeable, especially in 3D games: the game takes a very long time to load, a long transition between levels, fairly simple scenes with 3D objects begin to slow down, although it seemed would be, because of what exactly. They solve these problems with the help of productive systems, but the engine itself is not very deeply modernized or developed.
I completely understand your point of view, but supporting old LTS versions is key.
Think about it this way: you want to create a video game, and you choose Godot 4. You know it will take several years, and what you hope is that the version of the engine you have chosen will continue to be supported for the life of your project. If this security does not exist, then your project may not be viable and you will have to look for another engine that guarantees this support.
In other words: supporting older versions, or LTS, is an essential aspect for the success of any engine, including Godot.
Neat video - Nice balanced view - I love working in Godot and I think all the new users is going to help a lot but there are going to be growing pains - Been open source you can always fork it and go crazy.
Thanks for the comment!
Godot Engine is great
IMO we don't really have a "perfect" option.
You either put up with Unity BS and untrustworthy actions, Unreal's CPP and Blueprints (and possibility of Epic trying to screw up its users in the future like Unity did), or you accept that Godot, while not perfect, is what's left for you.
In the end, use Unreal if you like it or if you want to make high fidelity/AAA games, otherwise Godot should be or will soon be good enough for your kind games.
The problem for now is realistic terrains and folliage. Godot is great for a stylized or simple 3d game, but the highend environment stuff is just not there yet
I agree, I think it's very lack luster in graphics.
It would be wonderful to have a terrain editor included, if I'm not mistaken I think the issue was on the table...but I don't know what its status will be now.
It depends on artist. Engine doesn't limit that.
its amazing that godot is light weight for low spec computers, making game right away makes it feel like a walk in the park
Those demos aren’t very impressive, even for a mobile game tbh, just look at racing master and compare it to those “demos”, it is too far behind. To go over and state that’s Godot is good enough good enough is hyperbolic and I don’t think holds up all too well. The 3d performance especially on phones isn’t all too good atm, especially compared to Unity or even unreal. If you want to make a game that looks good using godot, especially on mobile eh you will have to wait a lot.
Here is some gameplay of racing master, it has already been released in china. ruclips.net/video/jZZKGTjbaBw/видео.htmlsi=8wDrL-y_aVl0w6NJ
I don't get it when people say things like "Godot will NEVER be good for this thing" or how it could "NEVER compete with Unity or Unreal" How can you make such a bold claim? Look how far it has already come, and being open source means that the more popular it gets, the more opportunity for great developers to help develop it.
Ignore they nay sayers, Godot is amazing and is definitely good enough to make commercial games! (I'm still new to it as a developer, but I have done research and played some great games made with Godot)
While those articles are a great read and have valid points, I feel like it is a bit unfair to only show 1 side of the story, the creator of godot had responded to these posts, yet there is no mention of that, in order for this to be a valid discussion, both sides should have gotten the chance to defend themselves, again, kinda unfair imo
Hey, I didn't know he had responded. Can you give me the link to the answer? I'll add it to the video to give the full context.
Apparently I cant send links to yt, the posts are on his twitter account
Perfect, I added the clarification as a pinned comment. Thank you for your feedback!
I have been trying 3D in Godot 4 in the last few months and I will say that it has improved a lot since Godot 3. However, it does not scale very well and it is still lacking several functions which would help making the developers life easier. Said that, can it be used for a 3D game? Yes it can. I wouldn't use it for realistic graphics with a lot of 4K PBR textures and post-processing as it currently does not perform well for that use case. However it is very capable for stylized graphics or low-poly styles and its simplicity is very often an advantage. I will be back to it for sure when I finish my current project in Unreal as I have several ideas which would fit very well in Godot.
what engine, BESIDES unity, is good for "4K" graphics like Nier: Automata with 2B?
I want the characters and creatures more nier or souls like, BUT environments to feel more whimsical "celtic" (opposite of gothic) and artistic for SOME areas, yet hostile areas feel like the opposite. But all environments are cartoony in the anime sense to a degree
@@wingedflyingforce5139 Well, the obvious answer would be Unreal. However, I have had good experiences using Unigine and Flax.
I see no reason why Godot should be able to handle "triple A" games. Why even bother. Instead having a solid foundation that can be used to created good looking last gen small or medium size games would be more than enough for most of the users of Godot I bet. Those who have the budget and want the highest performance and graphical fidelity will anyway choose a commercial product like UE or build their own engine.
Godot outperforms Unity in terms of performance in 2D (there is new video showing godots node system is on par with unitys ECS system and destroys unitys gameobject system).
I’m sure it will beat Unity in 3D as well. Unity seems to have a bad foundation.
Godot does not need to beat unreal. Plenty of 3D games are not ultra realistic.
Agree Godot is becoming good enough for 80% of cases or gaming related projects. Development is increasing exponentially and anyone can contribute or fix bugs. At some point is going to become the equivalent to Blender in this space.
For AAA ultra realistic games there's Unreal.
What video are you referring to? Can you try to share it? (I don't know if you can since YT has made changes to its link policy, but it would be nice to be able to see that benchmark you mention)
To help the creator, when a link is posted by a commenter, I have had luck in the past to add parentheses and slashes to sandwich the link. That way, it doesn’t seem to flag as either spam or obfuscate the link to be unsearchable. If it is still flagged, even now it should be somewhere in the creator studio, I believe it will be hidden. It can be unhidden. I too want to see the video. Good luck! ❤
@@DavidSerranoIO I’ll try and post it here
I sandwiched the link like above comment said to do
//(ruclips.net/video/8v5SrgkC_dI/видео.htmlsi=HbR00yPC9l1bx4Z_))//
I can't find any big 3d projects being made on godot
It is mainly because it doesn’t scale well, that is why the most you will see on godot 3d are simple indie games or mid tech demos. It will be better in the future, I just hope people don’t try to cope their way through it saying it’s good enough when it has issues atm, it’ll get better share but that will take time.
@oo--7714 true. I tried to create a 3d scene on a mid tier mobile phone with lights and a building and I got like 15 fps
@@mikhailhumphries I know it has big issues with stutter, I played a really simple racing game made with godot god it was a stutter fest when there was more than 2 objects.
@@oo--7714 i started notcing a stutter with my game too. like it was a steady 60 fps for a simple enough scene then once you see like 4 objects at once, it stutters for a moment. i notice anytime theres a few objects seen at once it does this. i tried to make it not have too many faces on these objects too so hmm, thought it was just cuz i didnt do enough optimizing. maybe it is a limit with godot. sadness, maybe i really should switch.
tbh I don't care for photo-realistic games so as long I can't make something pretty I'm good : D
finaly an objective video that doesn't spit on Godot or praise it too much
One thing important to mention while Unreal is amazing and unmatched. Indie Devs need to ask themselves what they can do will and art wise. Because a game is about the art aspect and also what you can add financially into it. I see many so called aspiring indie Devs wanting to make AAA games but without a budget and a team it's a dream. Godot offers simple tools and gived you the possibility to make games hence on a smaller budget in also a good amount of time. That's important people tend to forget Hollow Knight came from unity and without a doubt could be done in Godot.
Essentially, my first game was to create a simple short horror game. As for the graphics, I opted for Source engine-style visuals because I love the atmosphere it creates. I had my horror project halfway done in Unity. After all the controversy that happened with Unity, I decided to try Godot once my first game is finished. However, I'm not sure if Godot 3D is capable of capturing that Source Engine look based on performance.
not everyone is interested in producing AAA. especially at a time like this, when people are finally giving up on the big studios and are coming to terms with lower detail and visual realism. and i for one am not interested in making myself susceptible to potentially being basically blackmailed in the future because i used proprietary software and the owner suddenly decides that it should now cost money, like we've seen with unity. i generally aim to be as self sufficient as possible. for that there's only one way if you don't want to write everything yourself from scratch, and that is open source.
Unfortunately, Godot is way behind Unreal for realistic graphics and massive scenes, since the creator said it will never adopt data-oriented design or ECS for its gameplay scripting. Its Nintendo Switch porting cost is $3,000 and there is no tool to port a Godot game to Switch ourselves
Oh how dpes that effect gameplay, I am a bit of a noob when it comes to developing games. Does unity use those sorts of data design.
@@oo--7714 Unity has DOTS to create complex and massive games like V Rising. Unreal users doesn't have to worry about data-oriented design, because Unreal Engine uses C++ for its gameplay scripting
@@frontrider3240 According to an official Godot article, the developers are still evaluating it, because it is very hard to justify an architecture change
I find it hard to use Godot at the moment because tutorials really are more scarce for what you are specifically looking for. Like if I want to do a specific thing in Unreal, I have a higher chance of finding something very close and follow it. Godot seems to be upheld by small collection of highly skilled developers who make great content, but they can only cover so many things; not something everyone is looking for. Regardless, I feel safe following the Godot learning route because it can never be used to screw me over. It is open source. For Unity as we have seen, and potentially Unreal since it is controlled by a company, threats to developers are very real.
Has visto que en Quest3, acaban de lanzar godot, para hacer juegos directamente desde el visor? Me parece muy interesante, no sé si podrías hablar sobre ello si controlas sobre este motor
Algo controlo, pero no tengo las gafas. Y teniendo en cuenta los acontecimientos de los últimos días tampoco es que tenga muchas ganas de seguir haciendo contenido sobre Godot...
@@DavidSerranoIO los baneos woke?
@@ElTitoVR Sí... es una situación que me entristece bastante, la verdad.
I spend the last 2 weeks learning Godot, and I have to say, it can even do 2D properly.
If you do pixel art, you have jitters, your sprites wobbles, when player and/or camera moves, everything jitters.
They seriously need to fix this, I can read this has been a problem since Godot 3.2?
I think the opposite, Godot is the only engine in which I have seen a completely fluid and functional 2D.... do you have any weird or specific configuration that you think may be causing you that problem?
Godot should NOT try to make roads into the AAA sphere, or try to position itself as a competitor to Unreal. No matter how much I like it for 2D, I understand that it’s barely even a competitor to Unity when it comes to 3D and infrastructure.
The push towards trying to match Unreal’s undeniably incredible technology, towards photorealism and cinematic experiences and enterprise-grade services, is what caused Unity to lose its focus, become bloated and increasingly corporate-minded, and led to its questionable expansion and profligate acquisitions… as well as the recent inadvisable moneygrabbing shitshow / licensing rug pull.
Godot needs to just fix what they have, and iterate on it, like established, professional, but relatively humble game engines such as Defold and GameMaker.
Disclaimer: I’m considering moving from Godot to Defold because my experience of Godot 4 has not been great and I’m disappointed in the reality of it after a few years of community hype. The lack of export to consoles is also a bugbear, not that I’ve got anywhere near completing a game worthy of such a move.
umm, for console support, W4 games is quite promising
@@samuelchristian2688 - That will be a paid-for service by a third party, won’t it?. There are also already 2 or 3 other providers for that service.
Defold offers export to PS4 and Switch for no extra fee, though you obviously need to be a registered developer with Sony and Nintendo to get access to those build options. (You can pay to have access to the source code too if you need it)
Heh, you will soon come back home brother. And we at Godot will welcome you😅
SDFGI doesn't even compete with lumen/nanite, it's just basic global illumination and even Unity does it better. Godot is a hobbysts game tool (right now), but doesn't be mean it won't compete in the future. Cause even Paper2d and PaperZD for unreal basically nulify the reason to even use Godot, sure learning unreal and those tools takes time but once you do it's really easy and blueprints are a snap.. but I like C# tho so kinda stuck in Unity/Godot land for now.
@@samuelchristian2688 well I actually contacted all those console porters, Godot is MORE EXPENSIVE to port than Unreal or Unity since they give you the export. But these are established engines/companies so this may change, also even defold offers console support and is free (you just show your licensed and they send you the export). On the plus side you have zero royalties to pay but most will never hit that $1M mark anyway so it's a mute point, Godot would still be more expensive to port to consoles. Your pricing and negotiations will vary widely than mine.
Godot is amazing for 2d games, even with some bugged systems, like 2d light/shadows mask, it's scalable and can handle big beautiful 2d games. For 3D it still has a long way to go, but i do believe it can handle mid-sized games with good enough graphics. I totally understand it isn't enough for some big or high-fidelity projects. But to dismiss the entire engine like the guy did in that post, it's a bit of elitism, ok it is not the solution for you, but for a lot of indie projects is more than enough.
Yup, Godot doesn't scale - so true.
It is good for simple and/or small indie games and tech demos. I'm not talking about the level of details, textures, or lightning but just the number of nodes.
Take a tech demo scene, copy-paste it 100x, and run it - good luck. The lack of the most important 3D tools like a terrain tool is also obvious.
If you are making a small game with small scenes or a 2D game then sure, use Godot, but if you want to create a real 3D game then use UE5.
Im someone whos been learning Unreal engine 5 to make my games but this whole unity trying to pull the carpet out from underneath us and retroactively change there EULA to add the runtime fee im afraid Unreal will try something similar
Which is why ive been considering switching to godot
Godot is a safer option, but I think the people in Epic aren't as stupid as Unity.
I don't feel Godot is even aiming to be “a prominent contender in the AAA video game industry”. We have O3DE for that slot. My understanding is Godot seeks to be “the best contender for the average indie studio” (2d or 3d). Which is not the same as “every” indie studio either, since indies by nature are more likely to go out of the box and end up with niche requirements.
I love how some people believe they are able to solo develop a great AAA game if they learn UE.
Hi so I am in college for computer programming but I want to start game development I want to use Unity but they have a pricing system now so I will just use godot I wanted to know if godot is good for horror and action games and survival I wanna make a pixel action rpg and a horror action game in 3D but I don’t know where to learn if anyone can help me with this please do but I want to really use Unity for 3D games also Unity and godot but I know I have to choose one but I don’t know which one to choose
I would recommend Godot. As for how to learn, you have many resources available, from the official website with its documentation, the forums, and many tutorials here on RUclips for beginners. I would start with one of these tutorials.
@@DavidSerranoIO thank you and yes I also purchased a Godot 4 Udemy course I want to make a pixel rpg game overhead and a 3D horror game but with the horror game and action games is it good with Godot and I haven’t found a course that is for Godot 3D games
I am using Godot for 5 years now. Yes, of course Godot has some problems that need to be fixed. The current physics engine is a weak part for example.
But some people are just hating Godot and are always very vague about their criticism. Like the text from the first guy you show in your video.
It just a guess, there different between unity and godot is people working to together while some close src is hard to develop to find bugs fixed. As well cost to develop the game engine. Godot Engine is easy and hard depend what game play and design for the game. They are build for small games. As for the features in godot people would create or improve or anything's to create a good features. Which there is plugin or add on features. Reason is simple to keep the file size down and not be bloat with features with the cost but the devs and creator is their own way to make money is their chose. I wonder if there other game engine does more as well like game maker studio. It all come down to co-operating without it hard to improve the game engine. Just like unity they either add and remove due how they manage them. Not sure since last used unity they remove JavaScript. Godot since release their 4.0.0 they did revamp their code. It take time to add on as well other creators. It a lot of testing.
Short answer: Yes, but with ALOT of math, optimization and coding skills.
Hi so I am in college for computer programming but I want to start game development I want to use Unity but they have a pricing system now so I will just use godot I wanted to know if godot is good for horror and action games and survival I wanna make a pixel action rpg and a horror action game in 3D but I don’t know where to learn if anyone can help me with this please do
I'm sure that there are exceptions to this, but I don't think anyone is coming to Godot with the idea of it being a AAA engine. I've seen a few of this type of video pop up lately, bashing Godot for its shortcomings. Its simplicity is what makes it appealing for new devs. More features and functionality make this complicated and difficult to learn. These videos will serve to make people wanting to learn and make simple games look elsewhere, likely give up on engines with a collosal learning curve.
That's precisely why I show 3D demos that in my opinion look pretty good, as a way to show that Godot can certainly get good graphics.
It's honestly really good if you use Blender cas of the addons and pipeline. I think Godot is just way less popular so not many FPS devs work with it.
I feel like im stupid or something ? since when 3d workflow is only related to AAA games and AAA studios ?
Godot is great for non-realism games, like all mobile games, genshin impact etc.
UE is great for realistic games like GTA 5 and movies.
Both have their own nishes but godot may rule the whole Mobile game market in the future
Yes, it is possible, although today the ecosystem of third-party plugins for ads, analytics... is almost non-existent, and without that it is impossible to dominate the mobile market.
@@DavidSerranoIO I mean true, the mobile marked is too full of this crap. f*cking microtransactions.
After a few days poking 3D in Godot I can say its a reasonable Unity replacement, if you were using URP.
Godot is not on AAA level of quality, thats for sure, and devs who want to make AAA quality games wouldn't event consider using Godot in the first place, they go straight to EU5 now. So there is no point trying to target them.
But for stylized indie games like toony games, retro-style stuff, 2.5D games (like Octopath Traveller, Don't Starve or Cult of the Lamb) I believe it can get the job done.
And thats not taking into account great 2D capabilities of the engine, that already match, or even can exceed Unity in some cases. Thats a big plus for indies too.
Exactly that. Godot can easily fill a big gap in the industry and grow from there.
Yes
4:40 wrong... just wrong... Star Citizen is "AAA" and can't beat GTA 4....
I saw Godot ask for a donation when downloading the engine... If i can make at least six figures on my first game, I'll donate 10% of my net profits. I want it to become better and stay free for new devs.
Flax seems to be the better Unity replacement, at least in the 3d area. And personally for 2D, I think Defold is better than Godot. Godot is a good all-rounder though but also annoyingly lacking for mobile (3d wise) and unable to have the 3d performance on the higher end.
I quite like the concept of Defold, however I hate Lua as a scripting language...of course this is a 100% personal and subjective opinion. As for Godot for mobile, yes, I agree, there is quite a lot of work to do there.
@@DavidSerranoIO defold has its own little system of how to do things so it's a take it or leave it kind of thing. I'd recommend trying it even if lua isn't a language isn't something liked but I get it lol.
And tbf I think flax might be difficult to optimise for mobile as well but I personally prefer it for 3d anyway.
@@DarkerCry As a programmer whose interest in the games side of things is purely hobby-related, my main issue with Defold is that it's under a modified form of the Apache 2.0 license with added clauses that violate the "no restrictions on fields of endeavour" part of the FSF's definition of Free Software, The OSI's Open Source Definition, and the Debian Free Software Guidelines.
(Yeah, that "You can not commercialise original or modified (derivative) versions of the Defold editor and/or engine" part of it means that, among other things, you'll never be able to `sudo apt-get install defold` from the official distro repos the way you can `sudo apt-get install godot3` because distros like Debian, Ubuntu, and Fedora care a lot about that sort of thing when deciding what to host.)
@@ssokolow sure but that doesn't really sound like it would stop anyone from making a game with Defold, and in terms of mobile development Defold is much better than Godot. If you want a 2d game. Does have some 3d and it's slowly introducing more features for it though.
@@DarkerCry So I'm not someone now? :P It's certainly stopping me. (Granted, I have no interest in making mobile games.)
I personally have no interest in creating or being a part of AAA games. I don't often play them either.
I'm a fan of indie titles and that's all I want to be involved with creating.
I personally like AA games. AAA games are often too long and repeating and have some dumb crippled gameplay that requires buying DLC.
Yeah i wont be making 3A game but id love to have the option. It is 2023. Procedural and scan objects are a thing.
Nothing stops using those in Godot. I've tried that.
@@gruntaxeman3740 try add an object with 1+ mil polygons :D
@@Integroabysal
I've actually put in Godot 3D-scanned environment that has 1+ million polygons.
My trick was simple script that splitted those to cubes that each have
All exemples in this vidéo are poors compared to Polygarden prototypes. You can see it on yourtube.
I didn't know about it, I took a look at it and it looks pretty good, thanks for mentioning it.
@@DavidSerranoIO Sincerely, I think this guy should be a rock star!
Even if the graphical level isn’t the same
However for Indi games etc it counts less
Look at all the super games today look great and the game play is lame …
That's true. I would much rather have polished and fun gameplay than cutting-edge graphics.
I think might come over to Godot for 3D (if I do I'll donate). Except I always seem to start out in a new engine with a character controller tutorial that allows the character to glitch through walls:( Does anyone care to share a good Godot 3D character controller tutorial that has no glitching through walls? I am fine with non physics and learning gdscript:)
Don't be upset C#, you will always be my first😊
There is already no match between Unity and Unreal so comparing Godot to Unreal is a bit pointless. That being said, Godot is more than capable to rival most Unity indie games in quality, the issue is the pipeline and workflow which is more mature in Unity. Godot is a serious contender to Unity for most indie dev in 2D but need a year or two in the 3D department to really make the cut imo. All of the above apply to experienced Unity dev asking themselves if they want to switch, if you're a beginner, Godot is perfectly fine, by time it mature you'll have matured too.
LOL - comparing Godot with Unreal and complaining that Godot isn't as good... That's pretty dumb. Unreal has had hundreds of millions of dollars of R&D. It's the basis for most AAA titles. How about a sensible overview of Godot 3d's features?
my personal opinion:
for simple 2d games - Godot
for complex 2d games - Unity
for 3d games - Unreal
in my opinion.
for simple 2d games: godot
for complex 2d games: unity
for simple 3d games: unity
for complex 3d games: unreal
yeppp
the only thing close to unity is Unigine.. better than that would be unreal
Time saver... The video is a ad for unreal.
You have not understood anything of what I am trying to communicate in the video. What I'm trying to communicate is that for AAA graphics you can choose Unreal, which is a great engine. And for another profile of videogames (AA, indies) Godot is a very good option.
That is not only graphics: I am using Godot for a physics 3D game and I can tell that is not good. The collisions are bad.
Are you using Godot 4's default physics engine?
@@DavidSerranoIO yes, I do.
@@bigheadbrogames3757 try Jolt. You can find it in the asset store within Godot: github.com/godot-jolt/godot-jolt
@@DavidSerranoIO thanks. I will try
I also want to add that Jolt is planned to become the default physics engine. I personally think they should have fully transitioned before dropping Bullet because the current default physics is making the engine look bad.
Godot just need time as how blender worked out from old to new versions
bruh , stop it , stop comparing godot to blender , it will never be that , blender was mostly good 10 years ago , it was not adopted as an industry standard cause Autodesk had a shitload of money to put in marketing and tons of contracts with big companies , that's why blender was overshadowed in the first place , blender was good in version 2.7 when i started learning it , and its better now with 4+ , godot on the other hand lacks a lot of simple yet game changing workflow , and from someone that's coming from rpg maker or game maker godot might be best engine you ever experience , but from someone that's coming from unity and has actually made a game with unity and finished it, its a total different story , yeah im pointing at ppl that got angry with unity cause they could not go past tutorial hell so they think godot is a breath of fresh air that will help them so they defend it like their life is depending on it.
if godot dont address the problem, then they will be outrun by the abandonware O3DE game engine😆
I feel like I see Lillybyte a lot just trashing on Godot. I get having issues with the performance, it has been a critique for a while. But, I swear whenever I see them, it is vitriolic. Also, the need to attack the tutorial makers is wholly gross and uncalled for.
If you're going to make 3d games, you're better off with other Unity alternatives, such as Flax, Unreal or CryEngine. Godot, even Godot 4, has really bad 3d performance compared to the others.
thx for this video ,ur rly first say why godot bad for big game
Not for games with a multimillion-dollar budget in the style of large productions, but for the rest of the cases I don't see why it wouldn't be an option.
Its lighting, not lightning.
One is the simulation of light in a scene, the other is the weather phenomenon that flashes before thunder.
Godot's 3D performance is awful. Even their own "high end" 3D tech demos and samples run poorly and some dont even run at all.
How about the LESS high end tech demos, or proper games?
I don't know why everyone's always staring at some 8K RTX-GI simulation that would tank any consumer PC, running on any engine, while the typical oldschool low-mid poly + traditional textures and normalmapping / PBR, with mixed baked and dynamic lighting, would naturally perform a hundred or so times better, even on mediocre hardware.
sounds like skill issue
I think you may look at Polygarden work to get a proper idea of what Godot can do. There are also demos with scan 3D implement on other channels and it look great. The Examples here are terrible in comparison
@@iashi4289 Skill issue for their own demos and samples?
@@Doofus171 skill issue for your potato pc
Not it is not yet. It doesn't even have texture streaming, meaning that all systems no matter how powerful, will lag if there are too many textures. You could never achieve UE5 or even Unity's level of graphical fidelity in Godot because the engine could simply not handle it. It's an amazing 2D engine though and the market for 2D games is huge.