All good stuff. Godot is becoming the Blender of game engines: Amazing new features being added at a breakneck speed, making a free product compete with professional software.
@@saul8510 well.... No... Godot came out almost 8 years after Unity and already catching up way too fast. It won't even take 5 more years for it to break the market competition.
There is one pretty critical flaw in your analogy: Blender is free, its competitors are pretty damn expensive or significanly limited, either in what you are allowed to use them for, or (when talking about their indy-version) in their feature set... Some of them are insanely demanding when it comes to the hardware. (Looking at you, Maya.) While not being the only aspect when comparing CGI/3d softwares it is a very important one. There is no such dis/advantage when it comes to comparing Godot with the current market leader, UE. UE's pricing/licensing policy pretty much removes the license costs out of the equation.
It will all depend on funding, Blender has roughly 10x the funding of Godot and the company behind Unity has roughly 1 billion in revenue. While budget and output really do not scale linearly, it is still a tall order to become the blender of game engines. Especially as the market of pre-made assets for unity helps a lot here as well. Not saying it will never happen, but we have to be realistic about it. The modeling software landscape is very different from the game engine landscape.
I feel like Godot 4.0 is what Blender 2.8 was. There's a lot more to come, but now you'll be able to REALISTICALLY make the case for it as opposed to Unity/Unreal.
Dude those multiplayer updates seem awesome! As someone who mainly does networked games, I've already found Godot's multiplayer in 3.0 to be easy to work with, but the 4.0 improvements just make it 100x better!
@@GoblinArmyInYourWalls Don’t know, as I have never used Photon networking in Unity before. But the built in High level API in Godot is very easy and makes use of RPCs and RSETs (although they’re doing away with RSETs in 4.0 though)
Great uploads as always. Im really looking forward to the Vulcan Renderer so we can start doing Unity comparisons. I dont use unity but it'll be interesting to see😅😅
@@CodingKaiju I was working on a demo project in the alpha but I stop because Alpha 3 broke the code and scenes im waiting for it to reach feature freeze to transfer my main project to it😅
@@danibiyarslanov yes and unreal engine nanite system in combination with controllrig is so poverfull. Thay have a test version character with 1.2Million Polygons. Normaly A char have 40k a bigger boss maximum 100k 1.2Millionm is impossible to animate in Blender Houdini ore else where. Unreal engine 5 can animate and use it as Character.
This is all really awesome. The GLTF import at runtime might let me port my previous main project from unity, which I would very much like to do. After I work on some other stuff for awhile. Got that burnout.
The node for GLTF I have found is far more useful for exporting a scene while the game is running to allow me to come up with matching assets in Blender.
there seems to be a strong focus on 3D features, which is great of course, however with all of the renderer and shading rewrite, unfortunately the 2D side of things is currently left in a very sorry state. things like WorldEnvironment post-processing and lighting are either very broken or completely unavailable right now. 52467, 55806, 49781 are pretty major issues to me that have no assignee. I wonder if there's any developer dedicated to 2D rendering...
There are actually a lot of 2D features coming (like the new Tiledmap editor). The reason 2D is not mentioned much is because "lack of 3D support" is current Godot 3 biggest critique point.
I think they should fix the 3d part first. because godot 3 was so bad about it. then 2D can be taken care of. It would be nice if Godot won the race against Unity.
There's a lot of 2d stuff, I moved all my 2d dev to it including TileMap, new Character2d, GPU Particles - a bunch of new things. Not sure what you mean really.
And all I want is an edge-weighted A*, since node-weighted is not suited to solve problems like expensive elevation changes. (Going both up or down the hill is less preferable than going through the flat land)
I like your sponsor, but I'm way beyond the basics of GDScript or top-down shooters. I'll be keeping an eye out for when they start offering more advanced courses.
@@CodingKaiju I imagine a lot of people would like tutorials on things like optimizing big 3d world chunks or something like that. Stuff you'd see in a triple star game.
@@Insomnia_Wins I would also like more info on large Open world games. Unity I just have "chunks" of assets that make up a part of the world then when moving into another part I disable all the other chunks and activate that chunk when going through a collider at a certain part.. I'm getting there but a lot of work and the larger the game gets the slower the FPS. I'm not a fan of scenes, but I think next time I might use the one large Terrain through all my scenes so I can save and load my assets that haven't been picked up etc so as my FPS in each seen is higher. I've started UE4 as well but UE5 is being released soon and has in preview. The files in UE are even larger but still have a lot to learn in BPs and UE C++, so wondering if Godot might have some easier ways of doing open world? Anyway gd luck with your project my friend 👍
Godot is great, but I hope they will improve the code editor because, when you have experienced Jetbrains' editors, it's quite painful. There is a plugin for GDScript for Jetbrains but it's not fully integrated with the scenes and objects.
O boi, looks like I'm coming timely then. Developing a mostly 3D rendered game with a mix of voxel terrain/buildings. These new features would make it even better!
Jesus, I just struggled with millions of vertices being drawn, even if not on the camera, and had to create a custom node just to handle this in gridmaps to hide unseen meshes. Now you tell me godot is doing this out of the box on version 4?! COME ON
yeah i've pretty much just gave up on godot at this point cause the updates weren't keeping up with what i've been learning and want to learn more low end stuff. oh well, still seems cool godot 4
thinking about starting to learn godot, but I'm confused on whether to wait for a stable Godot 4 or to just learn the existing Godot 3 instead maybe someone can chime in on this?
Start learning now. By the time Godot 4.0 stable is released, you will have learned much more, than things that will need to relearn in the new version.
I’ve covered Godot 4’s 2D a lot in my previous videos. A major change is the new TileMap system. Should be a lot intuitive and powerful. The physics and navigation improvements are also coming to 2D. Should make top down games with lots of units viable.
There is a auto conversion that works for the most part, but obviously will not covere all scenarios. Also, wait until a stable release. Projects are breaking between alpha versions because they change the format of data.
@@Christobanistan GodotPhysics in 4.0 isn't deterministic either. Creating a 100% deterministic physics engine requires too many compromises (no multi-threading, cross-platform restrictions, compatibility guarantees, …). There are plans to make the physics engine more deterministic than it currently is (to improve client-side prediction), but it will never be 100% deterministic. If you need 100% deterministic physics, you can use a third-party physics engine integration or roll your own physics code (preferably using fixed-point math only, for better determinism across platforms and CPU architectures).
I am confused. Godot 4 will have Vulkan renderer or not? Because I read on Juan's twitter that they recently decided to focus mainly on a proper GLES3 implementation for Godot 4.
I read that tweet too. As far as I understand it, Godot 4 will have the Vulkan renderer on desktop. But mobile and web will use GLES3 until the Vulkan API matures more.
You know why I'm not excited for Godot 4? I can't bloody use it. After my wife died I've gone through some various stuff which has led me to essentially be homeless. I have a ten-year old laptop, and no possibility of getting another one any time soon (I saved up to get a PC, but I'm staying in the basement of a friend's house built in the 1920's, and even with a surge protector it fried within two months of getting it when I accidentally turned on the washing machine while it was rendering something). I've been able to use Godot perfectly well with no issues or stuttering, while it literally takes over two hours just to add an object to an empty 2D scene in Unity. However, I've had to use the OpenGL ES 2.0 option because my GPU isn't able to handle 3.0. But now, I downloaded Godot 4.0, and immediately got the message that my GPU couldn't handle it and immediately shut it down. There was no option to use OpenGL 2. So, I can't use the new one.
Had a look at it today. Is not bad. Modest improvement over Godot 3. The main features being the new renderer, global illumination, gdextension, compute shaders and particle improvements. But is chalk full of bugs! Is almost unusable in the current state. If is going to be like Godot 3 you would need at least 1-2 years 2024 ish until you see a more stable Godot 4 release.
Godot 3 already has about 80% of features of Godot 4. You are waiting for abour 3 years of development for that +20% and likely +1/2 years until it reaches a stable release Godot 4.1 or Godot 4.2.
@@wizardscrollstudio And? Godot 4 was mainly an engine modernization and a rewrite to a lot of stuff, it will be easier to add new stuff, make it way more extensible and easier and prob more.
@@saul8510 How do you expect Godot to be the Blender of Game Engines if it takes 4 years for "engine modernization" Unity pushes major updates every year with Godot taking around 4+ years to do the same. I mean I'm using it right now is not bad but is deff not the Blender of Game Engines.
I don't know of I can be bothered learning another engine. Unity + Unreal does me fine. I could swap out Unity ONLY if Godot is very stable and gives you a good starting package to build your game faster and deployment to say Android iOS Desktop is all very easy. I heard Godot has C# gameplay scripting is this true or is it just a type of Python like Goython lol
@@ZeroShadow I see now it covers the main languages plus visual script and GDScript, visual script is like BPs and bolt? And GDSCRIPT python like? Seems to have all it's bases covered, might be worth a look again in a few years or 5.0 ✌
I feel like Godot need reach out to incubating or supporting companies, be they game developers or whatever... To allow them to actually have a staff and all this.. Move in the direction that Blender has... Almost never mind the pace and quality of improvements - an engine on which there are like one or two folks who really knows what's going on under the hood is a huge risk. If it established more of an organization, or a non-profit foundation, like what Blender did... That would help a lot when deciding whether an engine is ultimately going to be worth the time you invest in it... Unity is facing that problem now, and there's actually a large and accountable organization for that... Where the people who's been using and been successful using Unity is starting to loose faith that the engine is going to be relevant long-term. ...And learning an engine is a long-term "investment", for everyone doing it.
Like... godotengine.org/themes/godotengine/assets/features/3dgames.jpg "Gorgeous 3D Graphics".. They boast.. And even when using cheap-ass post processing to obfuscate the image, it still looks ancient :P The fact that Godot seems to be trying to tell me that it looks great is a bigger problem than the fact that it doesn't. That suggests this is what they believe delivering "gorgeous 3D graphics" looks like... It makes them seems oblivious.. Which is obviously a big red flag when choosing a game engine :P
@@harshadjoshi3944 hope of game engines ? For 2d? Yeah unity isn't dead yet For 3d? Unreal is full of life I can recommend godot for 2d yes, but never ever for 3d
sounds like a huge improvement! When seeing free open source projects like this have come this far.. it makes me wonder what Unity is doing with their money...
@@gamechannel1271 I don't really know, I have been using Unity for its 3D for a while and at this point, I want to stop for more control. Either my own engine (was thinking Rust + Bevy) or trying a bit of Godot. Graphics matters a bit, yeah, but I would be more concerned about other 3D features and control. Automatic LODs seem great. Don't want to stick with Unity only just because I am good with it. The fact that I can edit the engine for Godot and not owe anything is great. Open source is amazing. I would like to know though what you mean by filling different needs when it comes to 3D. What does Unity do better than Godot and vice versa for 3D?
@@AJ213Probably What are you trying to do exactly that you think Godot might not support? They are different engines that overlap in a lot of areas but differ in many too. Your mentioning of AutoLOD is curious because, afaik, Unity does not have it. Godot 3 does not have Occlusion Culling, which Unity does for a long time now. The way you layout levels in Unity (Scene + Objects/Prefabs) and in Godot (Scene Trees) is different, but not necessarily one better over the other. The Godot has the advantage of having features like "nesting prefabs" by design and in a more intuitive way, but not having a clear definition for what a Level/Map is can lead to confusion if the project is not properly organized. Supporting mods might be easier to do in Godot since you can distribute the mod tools without any licensing issues (which essentially is a modified version of Godot).
Use coupon code 'KAIJU' to receive 10% off your first order - www.learngodot.com/courses/learn-programming-godot-engine
8:13 what is this game...
All good stuff. Godot is becoming the Blender of game engines: Amazing new features being added at a breakneck speed, making a free product compete with professional software.
That's basically what FOSS is supposed to do.
No proprietary software can ever run up with something millions of people can contribute to.
@@ronnieketchum1241 FOSS is great , but is to slow
@@saul8510 well.... No... Godot came out almost 8 years after Unity and already catching up way too fast. It won't even take 5 more years for it to break the market competition.
There is one pretty critical flaw in your analogy: Blender is free, its competitors are pretty damn expensive or significanly limited, either in what you are allowed to use them for, or (when talking about their indy-version) in their feature set... Some of them are insanely demanding when it comes to the hardware. (Looking at you, Maya.)
While not being the only aspect when comparing CGI/3d softwares it is a very important one.
There is no such dis/advantage when it comes to comparing Godot with the current market leader, UE. UE's pricing/licensing policy pretty much removes the license costs out of the equation.
It will all depend on funding, Blender has roughly 10x the funding of Godot and the company behind Unity has roughly 1 billion in revenue.
While budget and output really do not scale linearly, it is still a tall order to become the blender of game engines. Especially as the market of pre-made assets for unity helps a lot here as well.
Not saying it will never happen, but we have to be realistic about it. The modeling software landscape is very different from the game engine landscape.
I feel like Godot 4.0 is what Blender 2.8 was. There's a lot more to come, but now you'll be able to REALISTICALLY make the case for it as opposed to Unity/Unreal.
Dude those multiplayer updates seem awesome! As someone who mainly does networked games, I've already found Godot's multiplayer in 3.0 to be easy to work with, but the 4.0 improvements just make it 100x better!
How easy is it compared to Unity solutions
@@GoblinArmyInYourWalls Don’t know, as I have never used Photon networking in Unity before. But the built in High level API in Godot is very easy and makes use of RPCs and RSETs (although they’re doing away with RSETs in 4.0 though)
@@kzt396 Can it do Android multiplayer?
@@GoblinArmyInYourWalls yes
I've had some weird rendering issues with 2D in alpha... It seems like they are focusing more on 3D and neglecting 2D. I hope I'm wrong though...
I’m sure they’ll get to it. Part of the alpha and beta process is finding and fixing bugs.
Great uploads as always. Im really looking forward to the Vulcan Renderer so we can start doing Unity comparisons. I dont use unity but it'll be interesting to see😅😅
The SDFGI system looks so good in practice. I can’t wait to see Godot devs run with large or even open-world maps.
@@CodingKaiju I was working on a demo project in the alpha but I stop because Alpha 3 broke the code and scenes im waiting for it to reach feature freeze to transfer my main project to it😅
I tested godot and Unity first but no joke Unreal engine is without question most powerfull and have the best asset store. Examples on my chanel.
With unity dots on the way and unreal 5 lumen godot seems still 3 miles away from them
@@danibiyarslanov yes and unreal engine nanite system in combination with controllrig is so poverfull. Thay have a test version character with 1.2Million Polygons. Normaly A char have 40k a bigger boss maximum 100k 1.2Millionm is impossible to animate in Blender Houdini ore else where. Unreal engine 5 can animate and use it as Character.
This is all really awesome. The GLTF import at runtime might let me port my previous main project from unity, which I would very much like to do. After I work on some other stuff for awhile. Got that burnout.
The node for GLTF I have found is far more useful for exporting a scene while the game is running to allow me to come up with matching assets in Blender.
Great video, without it I wouldn't know about those new features
there seems to be a strong focus on 3D features, which is great of course, however with all of the renderer and shading rewrite, unfortunately the 2D side of things is currently left in a very sorry state. things like WorldEnvironment post-processing and lighting are either very broken or completely unavailable right now. 52467, 55806, 49781 are pretty major issues to me that have no assignee. I wonder if there's any developer dedicated to 2D rendering...
I think they wanna crunch out Godot 4.0 first and then they'll see the 2D Features that need fixing.
There are actually a lot of 2D features coming (like the new Tiledmap editor). The reason 2D is not mentioned much is because "lack of 3D support" is current Godot 3 biggest critique point.
I think they should fix the 3d part first. because godot 3 was so bad about it. then 2D can be taken care of. It would be nice if Godot won the race against Unity.
What's your opinion on using 3D to project a 2D game like Unity does?
There's a lot of 2d stuff, I moved all my 2d dev to it including TileMap, new Character2d, GPU Particles - a bunch of new things. Not sure what you mean really.
And all I want is an edge-weighted A*, since node-weighted is not suited to solve problems like expensive elevation changes.
(Going both up or down the hill is less preferable than going through the flat land)
I like your sponsor, but I'm way beyond the basics of GDScript or top-down shooters. I'll be keeping an eye out for when they start offering more advanced courses.
What did you have in mind? Any specific games or game features you want to learn how to build?
@@CodingKaiju I imagine a lot of people would like tutorials on things like optimizing big 3d world chunks or something like that. Stuff you'd see in a triple star game.
@@Insomnia_Wins I would also like more info on large Open world games. Unity I just have "chunks" of assets that make up a part of the world then when moving into another part I disable all the other chunks and activate that chunk when going through a collider at a certain part.. I'm getting there but a lot of work and the larger the game gets the slower the FPS. I'm not a fan of scenes, but I think next time I might use the one large Terrain through all my scenes so I can save and load my assets that haven't been picked up etc so as my FPS in each seen is higher. I've started UE4 as well but UE5 is being released soon and has in preview. The files in UE are even larger but still have a lot to learn in BPs and UE C++, so wondering if Godot might have some easier ways of doing open world? Anyway gd luck with your project my friend 👍
Godot 4 hype!!
Can you use and recommend GoDot version 4 to create AAA 3D games or is it better to switch to another engine?
Unreal
Great wrap-up, thanks for sharing.
I'm definitely curious about Godot now.
Importing at run time is HUGE. Are there plans for support for other file types, however? what about image file types?
sounds awesome!!! i'm new to godot: will it be easy to bring godot projects from old version into new versions?
In The setup yup that was my problem thanks a lot
Never expected that Waiting for Godot would ever reach a version four point oh.
Where can I find that duck FPS shown towards the end of the video? Thanks
I try to link all my sources in the description. gotm.io/toadile/quackout/promo
@@CodingKaiju Apologies, I never think of checking the description as the app hides it by default.. thank you!
Hey CodingKaiju! Thanks for showing my game (object wars) :)
Godot is great, but I hope they will improve the code editor because, when you have experienced Jetbrains' editors, it's quite painful. There is a plugin for GDScript for Jetbrains but it's not fully integrated with the scenes and objects.
Wow...thank for compiling these things for us...loved it
I always knew Godot would become the Blender of game engines, but I wasn't 100% sure until this update!
O boi, looks like I'm coming timely then. Developing a mostly 3D rendered game with a mix of voxel terrain/buildings. These new features would make it even better!
that was a goood presentation , i mean srsly i don't even use Godot But now i am excited for Godot 4.0
Man, your videos are amazing.
I wish you would upload more often but I understand if you don't.
Viewer from India.
That's something I want too. To make it happen I'll need to find an editor. But that has proven more difficult than I initially anticipated.
@@CodingKaiju Mmm.
Anyways.
Good luck man.
Jesus, I just struggled with millions of vertices being drawn, even if not on the camera, and had to create a custom node just to handle this in gridmaps to hide unseen meshes. Now you tell me godot is doing this out of the box on version 4?! COME ON
Godot 3 already has Frustum Culling, are you sure objects not on the camera FOV are being drawn?
8:05 what's the name of this game?
Quack Out - gotm.io/toadile/quackout/promo
@@CodingKaiju ty uwu
the navigation system seems cool!
What is the RTS-looking game shown towards the beginning of the video?
yeah i've pretty much just gave up on godot at this point cause the updates weren't keeping up with what i've been learning and want to learn more low end stuff. oh well, still seems cool godot 4
The only thing i need is the new tilemap system(btw is there a date for the release ?)
I completely forgot about that! Agreed, that's probably one of the biggest improvements on the 2D side of things.
*Mug of Coffee slides into hand from out of nowhere* .... im going to have to object to that, there can only be one Godot.. *gulps*
thinking about starting to learn godot, but I'm confused on whether to wait for a stable Godot 4 or to just learn the existing Godot 3 instead
maybe someone can chime in on this?
Start learning now. By the time Godot 4.0 stable is released, you will have learned much more, than things that will need to relearn in the new version.
@@CodingKaiju Ok then, thanks for the suggestion :)
what will be the new features on 2D side?
I’ve covered Godot 4’s 2D a lot in my previous videos. A major change is the new TileMap system. Should be a lot intuitive and powerful. The physics and navigation improvements are also coming to 2D. Should make top down games with lots of units viable.
Yeaaaaaaaah baby thats what we waiting for 6:51 👌👌👌👌🇩🇿
Amazing video! I think I will move to Godot for my next 3D project.
Automated scene synchronization over the network? Absolutely killer feature for me, looking forward to its maturity!
So will you be able to upgrade your project from godot 3 to 4 or you need to rewrite it from scratch?
Godot 4 breaks a lot, so a lot of rewriting will be necessary to transition from 3.x to 4.
There is a auto conversion that works for the most part, but obviously will not covere all scenarios. Also, wait until a stable release. Projects are breaking between alpha versions because they change the format of data.
@@gamechannel1271 oh thats awesome!, and i know, i’ll wait :/
Godot needs a reference game like Unity has Gensin Imapact and Unreal has Fortnite.
Is Godot physics and math deterministic? As in, a friend an I do exactly the same things and an hour later, our state is identical w/o ever syncing?
The built-in physics is not deterministic. But someone made a deterministic 2D physics engine for Godot. A quick web search and you’ll find it.
@@CodingKaiju What about the brand new "Godot Physics" in 4?
@@Christobanistan GodotPhysics in 4.0 isn't deterministic either. Creating a 100% deterministic physics engine requires too many compromises (no multi-threading, cross-platform restrictions, compatibility guarantees, …).
There are plans to make the physics engine more deterministic than it currently is (to improve client-side prediction), but it will never be 100% deterministic. If you need 100% deterministic physics, you can use a third-party physics engine integration or roll your own physics code (preferably using fixed-point math only, for better determinism across platforms and CPU architectures).
Follow me on Twitch! - www.twitch.tv/codingkaiju
Godot, Blender and Gimp - the PILLAR MEN of open source softwares.
Don't forget Krita
So exciting! Does Godot support AR with ARKit / ARcore yet? Would love to know the status.
i was wondering when you'd upload again the other day :)
I just discovered your channel and I think it's great, keep it going!
I am confused.
Godot 4 will have Vulkan renderer or not?
Because I read on Juan's twitter that they recently decided to focus mainly on a proper GLES3 implementation for Godot 4.
I read that tweet too. As far as I understand it, Godot 4 will have the Vulkan renderer on desktop. But mobile and web will use GLES3 until the Vulkan API matures more.
It good rewrite for the godot engine as improve logic and smoothing data in some ways.
I don’t understand any of this but This is cool!
i just wont to know how make blender car work with tires from godot
include Event Sheet System please
Thanks
Ugh I don't know if my lunix can handle it after I install valcone rendering
Godots gonna probably become bigger than Unity in the future.
Do you think that Godot 4 stable is coming this year?
So excited!
Probably wait a year before RC I think
You know why I'm not excited for Godot 4? I can't bloody use it. After my wife died I've gone through some various stuff which has led me to essentially be homeless. I have a ten-year old laptop, and no possibility of getting another one any time soon (I saved up to get a PC, but I'm staying in the basement of a friend's house built in the 1920's, and even with a surge protector it fried within two months of getting it when I accidentally turned on the washing machine while it was rendering something). I've been able to use Godot perfectly well with no issues or stuttering, while it literally takes over two hours just to add an object to an empty 2D scene in Unity. However, I've had to use the OpenGL ES 2.0 option because my GPU isn't able to handle 3.0.
But now, I downloaded Godot 4.0, and immediately got the message that my GPU couldn't handle it and immediately shut it down. There was no option to use OpenGL 2. So, I can't use the new one.
@7:00 The Urdu poetry you showed here was actually pretty good.
whats that strategy game and the start of the video
It's just a tech demo used for performance testing. It's not a real game.
I'd recommend you add your own chapter selection, the auto generated ones don't quite match up.
This is unreal engine 5 trailer but with low budged
Looking good but for Interior visualisation I think is too poor.
Can I use visual scripting in godot??
The engine that was going to disrupt the industry 5 years ago.
The guy who reworked the physics, got a job in Rockstar.
Source?
Ok? That is … nice?
@@litjellyfish It's a comment. That's why this area is called Comments.
@@clonkex yes what is wrote was a comment. Correct observation.
Hopefully theyre able to continue working on this project though with company contracts who knows
When?
I apologize for a dumb comment that I put on this video. Great job!
Had a look at it today. Is not bad. Modest improvement over Godot 3. The main features being the new renderer, global illumination, gdextension, compute shaders and particle improvements. But is chalk full of bugs! Is almost unusable in the current state. If is going to be like Godot 3 you would need at least 1-2 years 2024 ish until you see a more stable Godot 4 release.
it an alpha....
Godot 3 already has about 80% of features of Godot 4. You are waiting for abour 3 years of development for that +20% and likely +1/2 years until it reaches a stable release Godot 4.1 or Godot 4.2.
@@wizardscrollstudio And? Godot 4 was mainly an engine modernization and a rewrite to a lot of stuff, it will be easier to add new stuff, make it way more extensible and easier and prob more.
@@saul8510 How do you expect Godot to be the Blender of Game Engines if it takes 4 years for "engine modernization" Unity pushes major updates every year with Godot taking around 4+ years to do the same. I mean I'm using it right now is not bad but is deff not the Blender of Game Engines.
Can we expect a gdscript alternative
Have you noticed how literally everybody uses Godette as the Godot Engine mascot?
is the godot most powerful tool. Even unreal can't match that power.
Maybe Blender and Godot should integrate into one
Blender GPL
Godot MIT
I don't know of I can be bothered learning another engine. Unity + Unreal does me fine. I could swap out Unity ONLY if Godot is very stable and gives you a good starting package to build your game faster and deployment to say Android iOS Desktop is all very easy. I heard Godot has C# gameplay scripting is this true or is it just a type of Python like Goython lol
Its c#
@@ZeroShadow I see now it covers the main languages plus visual script and GDScript, visual script is like BPs and bolt? And GDSCRIPT python like? Seems to have all it's bases covered, might be worth a look again in a few years or 5.0 ✌
DUDE WHAT IS THAT DUCK BOOMER SHOOTER GAME?!
gotm.io/toadile/quackout/promo
I hope its not but considering the background music I fear a StarCitizen
Godot is like Quake
Welcome back!
Godot gamedev for YEARS! LOVE THIS ENGINE! Testing it out now and have had some Damn good results.
I feel like Godot need reach out to incubating or supporting companies, be they game developers or whatever... To allow them to actually have a staff and all this.. Move in the direction that Blender has...
Almost never mind the pace and quality of improvements - an engine on which there are like one or two folks who really knows what's going on under the hood is a huge risk.
If it established more of an organization, or a non-profit foundation, like what Blender did... That would help a lot when deciding whether an engine is ultimately going to be worth the time you invest in it...
Unity is facing that problem now, and there's actually a large and accountable organization for that... Where the people who's been using and been successful using Unity is starting to loose faith that the engine is going to be relevant long-term.
...And learning an engine is a long-term "investment", for everyone doing it.
Like...
godotengine.org/themes/godotengine/assets/features/3dgames.jpg
"Gorgeous 3D Graphics".. They boast..
And even when using cheap-ass post processing to obfuscate the image, it still looks ancient :P
The fact that Godot seems to be trying to tell me that it looks great is a bigger problem than the fact that it doesn't.
That suggests this is what they believe delivering "gorgeous 3D graphics" looks like... It makes them seems oblivious.. Which is obviously a big red flag when choosing a game engine :P
im dropping out of uni for this
I hope they add .blend file support like the way unity handles it soon. shoudn' t be that hard since blender is open source
already did, check juan linietsky tweets.
@@saul8510 Ooo nice (sorry but I don't use twitter)
course in the link isnt a scam?
It's legit. I vouch for it.
Wait, is this a re-upload? It's like I've already seen the intro...
I’ve used some of these same background clips in other videos about Godot 4.
Oh yeah, you bet I'm hyped for Godot 4.0.
You must more excited with the addition of dx12
Godot 4 is the hope we all needed for game engines.
🤣🤣🤣🤣😂😂😂damm you dreaming bro ?? Wake up
@@ferdinandkasangati5089 you got any better alternative in terms of hope for game engines?
@@harshadjoshi3944 hope of game engines ?
For 2d? Yeah unity isn't dead yet
For 3d? Unreal is full of life
I can recommend godot for 2d yes, but never ever for 3d
sounds like a huge improvement!
When seeing free open source projects like this have come this far..
it makes me wonder what Unity is doing with their money...
ecs, dots
@@nomadshiba anounced in 2019, and still havent have a official LTS release in 2022.
The year is 2055, Godot 4 is 2 days from being released, The two lead developers are the last people on earth alive to witness such a creation
Are you still doing godot report videos?
I'm not sure at the moment.
Wow, simply amazing.
very cool! im excited! But when you talked about GDScript, I was hoping that they would add try catch...
SO EXCITED! :D
i was waiting for godot but i got bored few months ago and started my unity journey
I can't wait to install this and never open it again
Can't wait
Currently godot is perfect at 2D. After godot 4, it will be perfect at 2D and 3D!
👏🏻
Unity 4 graphics👀👀
perfect TLDR video
On par with Unity once this is done?
In what way? It's been on par graphically since 3. Unity and Godot fill different needs.
@@gamechannel1271 I don't really know, I have been using Unity for its 3D for a while and at this point, I want to stop for more control. Either my own engine (was thinking Rust + Bevy) or trying a bit of Godot.
Graphics matters a bit, yeah, but I would be more concerned about other 3D features and control. Automatic LODs seem great.
Don't want to stick with Unity only just because I am good with it. The fact that I can edit the engine for Godot and not owe anything is great. Open source is amazing.
I would like to know though what you mean by filling different needs when it comes to 3D. What does Unity do better than Godot and vice versa for 3D?
@@AJ213Probably What are you trying to do exactly that you think Godot might not support? They are different engines that overlap in a lot of areas but differ in many too. Your mentioning of AutoLOD is curious because, afaik, Unity does not have it. Godot 3 does not have Occlusion Culling, which Unity does for a long time now. The way you layout levels in Unity (Scene + Objects/Prefabs) and in Godot (Scene Trees) is different, but not necessarily one better over the other. The Godot has the advantage of having features like "nesting prefabs" by design and in a more intuitive way, but not having a clear definition for what a Level/Map is can lead to confusion if the project is not properly organized.
Supporting mods might be easier to do in Godot since you can distribute the mod tools without any licensing issues (which essentially is a modified version of Godot).
AUTO-LOD!?
Unreal: Has it
Godot: Has it
Unity.......Why the f*ck don''t you have it!!!
Even roblox xd.
Unity: UUH that because we don't have enough resources, or it not a priority rn. I think they will ssy that