As someone who was a dedicated Unity dev, when they messed people around with the whole TOS BS, I made the decision to swap over into Godot, I swear I am never going back, Godot is so quick to get into, I was able to rebuild my one project that I had about 2 years of work in into Godot within 2 months. I am very happy with it, but the best thing about it is how quick I can go from my desktop straight into the engine and work on my projects.
Also, if they do keep their word to keep it open source and customizable as it is, it will definetly make it possible for ppl to finally start programming with the tools they themselves develop ober time
@@gigamlbb6734 The way Godot licence ( permissive MIT license ) works is that in order to charge money every single of idk how many thousand core code contributors would have to all without single exception agree to charge money which is never gonna happen + if that'd somehow happen everyone is free to tinker with last ( or any ) free Godot version and basically make new free Godot out of, developing it under new name. This licence is insane and is bulletproof unlike Unity's one that can make pricing changes whenever leadership changes.
First time I've heard "the documentation was lacking" referring to Unreal instead of Godot. Definitely have to compliment Godot over the years for developing a strong documentation.
I was more surprised that one of the reasons was the opening time of the engine or the weight of the engine. You get exactly the same functionality of the engine for the developer as it weighs. We can also go further in opening speed and weight and start writing our own engine that will weigh 50% less than Godot and start even faster.
@@jonyjohns Sure, but there's a relative patience limit; it's not about getting the engine with the fastest opening time, but the engine that opens up in (what they feel is) a 'reasonable' amount of time.
@@randomuser-xc2wr because you know that term doesn't mean everyone knows it with that simple line.I'm an engineer and have a good knowledge of math and I still don't know what that line means cause all terms are related to the engine not to the math world such as "transform" or "FMatrix". and please don't mistake that line with math term "Determinant of Transformation".
@@randomuser-xc2wr As a developer, that's pretty trash documentation to be honest, like if all the documentation is doing is restating the name and variables, it might as well not exist.
It always depends on the solo developer and the game project ... Godot could be the reason for some beginners to quit because it's to complicate and takes to long to make stuff that is already done when you just start something in Unreal. I'm sure you know the third person starting scene in Unreal, I have seen videos of Gadot users who worked weeks just to create something similar and it wasn't even close as good. Godot could be good for developers who want to make 2d games, but for realistic looking 3d games it's not really the right engine.
@@paluxyl.8682I don’t disagree, unreal really wins in that regard. But, if you have the basics of 3d on your belt, it’s not hard to setup Godot. Making it look like unreal is definitely another topic 😂
@@nubunto Also there is something that I have notice, most Godot user didn't even try to go to the limits what the engine is capable. That means, if the developer continue just to many 2d games or 3d games with extremly low poly graphics ... the engine will take even longer to advance. I say to all the Godot users: "Start finally and make more 3d games with better graphics" .. lol
The reason I got started using Godot is 1) it was a 2D and 3D engine. I like to make 2D games, but with an element of 3D like on Contra 3: Alien Wars on the Super Nintendo 2) I don't have to install Godot. I could build my game strictly from a USB flash drive. And I don't have be on my computer. I could be using a computer at school, in the library, in my classroom and show my students and anywhere. So, these are some of the reasons I personally chose Godot.
does 3D in Godot objectively worse in performance compared to unreal? I played some Godot 3D games and they're running so much worse than my game despite my game have much more objects than theirs not to mention my game was more beautiful than theirs 🤣
@@dreamingacacia The 3D in Godot is not as robust as Unity and Unreal. Unity and Unreal's 3D are MUCH better. But, Godot's 3D has been good enough for me. I don't need those high powered graphics that Unreal and Unity has. I could do A LOT with low poly or sprites; especially given that I prefer to make 2D games with maybe a touch of 3D here and there. So, Godot has been more than GOOD ENOUGH for me as some Engines don't have 3D at all.
Godot is one of the few game engines that I feel just advertises itself. Most of the time when you see things for Unity and Unreal, they're advertising what somebody made in those engines which is great for showing of it's power but doesn't do much to show how accessible it is. Godot itself focuses on what it is and what it does and doesn't distract you with what somebody else did.
yes, the time it takes to do everything in unreal and unity is noticeably longer than godot, and it's one of the biggest factors for me using godot. being able to make code changes while the game is running is especially nice
@@martinjakab it is if you pay for it. In Godot it just works out of the box for pretty much everything you need for quick iteration: changing exported variables, changing node properties, etc
I am literally as of yesterday switching. Unreal is aaaaaaaaaaaaaamaaaaaaaaaaazing but I feel like I am fighting every single step of the way. The results have been brilliant but I am tired and very, very worried. Reason being that I jump from Unity waaaaay before its incident predicting the incident would come and thought Unreal will be a more stable place. However, It's has occurred to me that things are very destabilized in the world of game development and Unreal are making some extraordinary tools that are cutting edge. At some point something has to give and their model will soon have to change. I literally have jumped to Godot with the hope that the 3D gets upgraded as I continue to make my game/s over the next year/s and happily knowing that everything I make with this thing is my own with no fees that I am too stupid to understand.
My question for you is have you made a game? You teach very well how to make games, but have you had time yourself to make one? Would love to wishlist or check it out if you have!
I've grown to love godot after learning python for so long using pygame as my starting point for a year. So far I'm learning so much about it and it's very similar to python within the coding system so far for me where it's easy for me to grasp. which is the reason i chose godot as my starting point as a solo learning dev. :)
To be fair, a Determinant of a matrix is something that very common in linear algebra and no additional documentation is required (if you want to know what it is you will look it up somewhere else). Though I do get what your saying about the documentation, I totally agree.
I agree with everything you mentioned (except how you pronounce Godot) ;-) The documentation is great, the Reddit group is very friendly, the software itself is really good although there are some major changes I would make in the IDE. (The tabs above the edit pane should be the scripts, not the scenes. This is Incredibly confusing and it breaks the convention used by every other piece of editing and browsing software on the planet). I'd like to see the ability to bookmark locations in code, and have buttons (like in Eclipse) which take you back to where you just were. Example, I'm working in a method and I'm using a number formatter. I scroll to the top of the class/Scene to check the number formatter name. It would be great to have a button that immediately takes you back to the method you were just working on.
Well lucky for you we do have basic bookmarks in godot, ctrl + alt + b or right click and select to bookmark, then you ctrl + b to be taken to the next bookmark ctrl + shift + b for the previous.
I love Unreal Engine. I want to make more tutorials with Unreal Engine 5. I am indie game developer from Ukraine and I released in this year my first game on Steam maded with UE5. My friends use Godot Engine.I recommend your channel for my friends.
In addition to being lightweight and open source, I've also found Godot just more "fun" to use than UE or unity. It's an intangible explanation, but for me Godot just had a better feeling than those other two engines.
It is more fun to use, and i do feel like it's got to do with being soo well documented, the scripting language does what it says it'll do, we don't have-to do things from scratch, and things... Just work - Todd Howard
My biggest problem is Godot with missing tools for prototyping 3D Games like blockout tool which is included into Unreal and Unity. Yes, yes there is Cyclops addon, but is not tailored as UE and Unity. Of course, Godot is open source and i can contribute it by my self, but I'm developing my projects as solo guy and im also working full-time as Unity dev. I'm just missing time to develop my game in Godot because i have to create tools that are improving workflow.
The real Unreal Engine documentation is reading the engine source itself. Also it's a gigantic engine made for large teams. They market themselves as available for small and indoor devs but it is huge. I've worked in ue4 full time, primarily as a c++ programmer, for 9 years and there is still so much i don't know about it. For example I know almost nothing about the animation system, animation, skeletons, montages, notifies, etc etc etc
Exactly. Document is one thing, you need to dive into the source to find out exactly what it does, which is why Open Source is better than any documentation out there.
But that's the textbook definition of a poorly-documented system. You're supposed to get a summary & insights from the docs, without having to know the implementation details. Because the implementation could (and does!) change with each version update.
I’m your 1K like 😊. Loved your take on your switch to Godot. I use unreal to this day, I have tried godot in college however maybe is because of the years I’ve put into unreal. It all comes natural and I prefer it.
I keep meaning to try Godot, but can't get my brain into gear long enough to sit still and do it. Also been waiting for a bit more adoption and maturity in the engine, but perhaps it's finally time. Thanks for the encouragement.
I too was waiting for Godot to mature before trying it out. i was forced into it when Unity commited Sudoku. I fell in love with Godot after the first little project. 10/10 would recommend spending at least 1 day trying it out. Soo to sum it up, i had the same thought as you, and after trying Godot i realized that i should've switched a long time ago. Soo this is Future-Me telling Past-Me to try Godot now!
Instead of piecing things together from youtube videos, I have found much more success reading books specifically on Godot. Its a lot easier to take notes & everything is much more thorough. It feels like you are actually learning instead of taking a crash course
I had a project corruption that I couldn't resolve where it didn't recognise one of the .tscn files and I lost a lot of work (I know I should have used source control but it was a casual project). None of the forum posts with similar issues revealed what was happening. Also I had an issue with crackling audio (a resolved bug now in newer version of Godot) but those two things chased me away from Godot for the time being. The mysterious error messages referring to certain lines in the Godot source code don't help since I'm running it from the binary. Unreal feels much more stable, even if it is a bloated resource hog by comparison. I really hope Godot gets sturdy enough for me to trust it again since all other things being equal, it's the better offering for hobbyists and game jams.
The source code line messages are for the benefit of the source contributors. Also usually you can just open scenes files in a text editor (had plenty of corrupted or broken scenes which I just fixed in a text editor) when there are problems, nowadays there should be less corruption issues tho.
I had a similar problem a long time ago, where Godot would lose the UUID's on my project files. I had to completely rebuild everything. I now keep backups of assets and code, just in case. I also got red errors for no good reason, like "this is a bug, yada yada yda" or other warnings I shouldn't even see that is meant for Godot devs, not the end user. So I can understand why Godot turns people off. It's gotten better over time though.
for me it was frustrations with how the CharacterMovementComponent is setup in Unreal and unless you want to learn UE C++ you have to play by epics rules, i know they are looking into changing it now, but it's low on their priority list.
"It doesn't just WOW you, like Unreal" Bro, the first time I installed Unreal 5, I asked my professor at the time if it was the legitimate copy, because I *genuinely* believed I downloaded the wrong application. It is a NIGHTMARE
Godot is for small-sized games. Unity is for medium. Unreal is for large. Godot's editor UI is slow and clunky to navigate if your project imported 1000+ assets/textures, because of its limitation of only one file system window, inconvenient search windows, and inferior/unstable editor scripting comparing to Unity/Unreal. Unity is the middle ground, good editor UI, but less performant for graphic intensive game. Unreal is slow, requires a team of devs to set up the project in a special way to speed up the loading.
Depends on 2D vs 3D. Godot can make very large 2D games. I personally find unity to be the most clunky out of the bunch, as it runs badly even on quite good PCs. Waiting like 8 seconds after adding a semicolon then saving was unbearable. I remember in my game dev class, I had to make a new project each lesson until I got a portable hardrive. I would sit there for 20-25min sometimes just to have an empty project.
@@Oru328 Unity asset store has a free asset called Fast Script Reload, it reloads scripts in runtime for about 0.2seconds. It seems to me that Unity has the fastest recompile time.
I saw it was 100% free and open-source, and all the new things that were going to be added into Godot 4. It was the only option I could pick after that. I have just about all of the art skills needed to make games. Now I just need to learn the coding bits.
100% free means not always the best choice, it depends on your game idea. I plan to make 3d action adventures, in my case is Unreal the best choice and it's also free aslong I don't earn more than 1 Million dollar in a year. And even if I would earn over 1 Million, the fee would just be 5%.
@@paluxyl.8682 No, 100% free means they can't do the shit that Unity tried to pull where they wanted to charge game devs $0.20 per install of their game. A lot of people switched to Godot after that shit. Or not be forced to use Unreal's new woke 'Coding Standards' where you have to use inclusive wording so that you don't hurt anyone's feelings. I'm sorry, but you are an idiot if you would rather use a game engine where a company can have this level of control over your game. 🤣
Unreal is still frustrating but very beautiful 😩. Taking days to see how to use material instances with material collections...and no answer to be found anywhere.
I switched from Unreal too. I had a lot of problems like you fighting with the engine to try getting something to work. I dont have enough fingers and toes to count the number of times I had to restart or having to create a new project and copy code over to get past issues nobody seems to know why.
If you switched to Godot because it is free as in "free speech", then you should also make your games free as in "free speech". That doesn't mean they have to be free of charge; they can still cost money, but you will be giving full freedom to those who play it.
Ik for a lot of people this may seem like a dumb question NOW, but at the time why did you not just try Unity? it would offer most of the features you get in Unreal, and it's pretty quick, definately not godot level speed but I have an 8gb computer which runs Unity at a pretty good pace
He had his eye on Godot for a while because it was Opensource(wich kind of aligns with his personal values), and he kept hearing mentions of Godot on the internet soo he decided to give this little game engine a try since he kept seeing it on his radar. Soo we can safely assume that he tried it because he kept hearing about *The Little Game Engine That Could* Then after trying Godot he realized it has 1. Good Documentation 2. Fast Load times, 3.Easy Coding, 4. Playtesting the game was as fast as hitting the play button, 5. The community is super Wholesome. I'm probably missing some things, but if-in-doubt, just re-watch the video and he will tell you. i hope this helps. ❤
Can you explain how to use Git with Godot? Trying to learn Godot, being able to just go some steps back would be great. Haven't used Git before and would like to use it locally. Couldn't get the plugin to work on my own.
I also like Unreal Engine. What I don't like is its instability. Crashes because of user error, or for using a feature like curve editor, or by random chance. I also don't like buggy plugins that are never updated, but yet provide just enough functionality to be somewhat useful. Learning how to import animations, comming from Godot, was painful; because UE is character rig animation based, and anything you want to bring in, needs to be treated as such. I was able to learn blue prints farely easily. I learned a lot watching youtube videos, and I started to make progress in my simple little game. I uninstalled UE (5.2) because of the instability and I dislike Visual Studio. I want to try 5.4 but if the UE devs only care about adding content and not perfecting their software, fixing bugs, addressing design flaws, forget it. Maybe I should try UE4. Edit: I also was cringing at the thought of building my game once it's finished. I can't imagine how game studios manage this on such large projects. Do they build piece by piece and have a engineer put it together? Or do they set aside a month and hope nothing goes wrong? lol
i aint gonna lie, godot is fuxking amazing for me. Python like syntax, extremely small size & opensource makes it best engine for me of all time. Yeah, it doesnt have amazing physics or graphics, but godot jolt and multiple different addons can help u with that!
I test a lot of game engines open source. Axmol, Defold, Stride, Cocos creator. While Defold is a nice option Godot have more active community. For mobile development the best option will be Godot and Defold. And about the licenses yes, they can change the licenses to anything they need. You own nothing of the game you are working, with the fast changes of licenses and retroactive terms.
Nah, you own your games. Even if they decide to change the license for future releases, your downloaded copy of godot or whatever foss engine is still under the MIT license or equivalent.
It would be interesting to see Unity's editor-stats on this. Hardware specs, project-size, packages, etc. In my exp, slow loading times isn't so much the engine, as the assets. Models that search the entire tree for their materials by texture-name, asset-preprocessor methods that do expensive string comparison or array-searches, code assets without namespaces, or with heavyweight Awake or static-constructors, no/poor use of assemblies, etc. I remember a talk or session where they mentioned that modern Unity runs better on SSD, so I installed it to an SSD, and had a massive improvement. Similarly, setting light-baking to manual (and getting a better CPU) sped up baking and builds. LotteMakesStuff's blog post on custom sub-packages, combined with good assembly-definition usage, redefined my entire approach to project architecture.
What if I wanted to get into the mobile market, would Godot be a good choice? Can Godot develop games like Farmville, Hill Climb, Subway Surfers, and so on. I don't see much games for the mobile market, correct me if I'm wrong.
No, it's not good at optimizing for mobile. You can make a 2D game like those, but it won't run on most devices. Unity is the go-to for mobile - lots of examples, profiling tools, and options to adjust your game to suit different device capabilities.
Unreal Engine is a good engine, but it's overkill for most use cases, especially for indie developers, and it's very resource intensive on the engine side and even on the complied game. Godot is less capable, but it's more than good enough for a lot of use cases, especially when it comes to indie developers which usually target much smaller scale games, and Godot is getting better all the time. The big reason I would use Godot is because it's open source, considering what was going on with Unity around a year ago with the licence terms, being open source is a breath of fresh air, after all, there's nothing stopping Epic with Unreal Engine or any other closed engine changing there terms whenever they want, personally, I wouldn't want to deal with any of that when you can spend years invested in one engine or another learning the in's and out's of it, especially if you are working on a game that's taking years to do, but also, I like how light weight the Godot engine is, that and being open source is a big advantage in favour of Godot for me.
my only main issue with godot is git integrations. it seems to mark a lot of files as changed even tho I didn't even touch it, sucks to open a pr with it
@@rremnar skill issue. git is extremely useful and is used by 99% of companies. it's lightweight. it's fast. it's way more convenient. also git can be used fully locally. github is just a host for repos.
Hi I have a question does anyone have any recommendations for learning godot and gdscript or is game dev tv course good I just want a good course that’s beginner friendly
I started learning Godot about a year ago and have mostly used the gamedev . tv courses. They have both a 2d and a 3d course and if you watch for sales you can usually get them for under $20 US. They are the best courses I have found.
My comments have been causing RUclips errors. So I'll try again. The game dev tv classes are awesome and sometimes Humble Bundle has a sale on the entire Godot series. The best tutorial on RUclips is "Ultimate Godot Tutorial" which is an 11 hour long video which starts at the beginning and goes deep into Godot. Notice that there is a link to part 2 of that tutorial in the description, that's the only place to find part 2 because for some reason, it's an unlisted URL.
Check out "Learn GDScript from Zero" by GDQuest as a base starting point, then just start doing tutorials from YT or the like, that grab your attention. Someone else already mentioned Brackey's videos, those are good.
Any one say how to make water in godot , i know mesh and watershader but is you go under the mesh nothing is there . How to make real water not mesh with water shader
for small godol fast but for many physical object and other its clunky cant handle as much(yep its a great engine) while for small unreal is slow for big its faster than other (unreal tool most indie wont ever need)
So, you have problems with UE documentation? * Laughs in CryEngine * There's no documentation for CE anymore. They yeeted it half a year ago and it's still offline.
unreal did not wow me it disgusted me it was to cluttered and had no easy access to see what blueprints do and how they set variables it urked me I tried unity it was dog shit cause of it needing to call every thing before you can use just one simple variable and I used game maker it was just fine it is the most work I done in except godot done a metroidvania but how to save and load was really confusing and did not have a set way of doing saving and loading that made me get burned out after trying 7 different ways that weren't working cause gms2 was not documented then I tried godot that were little overwhelming cause of it letting you add any node with right clicking its ben 5 months since I started the game I made a version that I felt like it wasn't in my standards so I remade it now I'am making models and the world to my semi-open world game.
Depends on how much you need. Ultra realism pushed to the limit by hundreds of Devs? Yeah of course nothing can do that better than UE 5. But most of us watching the video are small indie devs. We don't need that much power for our engine. We don't need to Chase that hyper realistic graphics when stylised graphics can be, if not much more beautiful. That's why Godot, the little engine that could, is my favourite engine. It just does what it needs to.
Unreal also has better graphics for stylized games. Lightning is much more advanced for example. There are many features you can use to improve the look of your scenes without having to go for realistic graphics. Godot is still lacking many features which is a reason why it loads so much faster. That's all fine if it has what you need.
@@Ehren1337 Who are the "people" who get bored by realistic graphics ? Most of the people I know prefer modern 3d games, and think 2d games are boring or consider them as free to play games.
@@the-nameless-dude I plan to start with game development in the next months, that's the reason why I watch at the moment videos about engines. UE5 is for me the best option (Unity come close), I want realistic graphics and many complex features. Even a beginner is able to create in few weeks with Unreal a fantastic looking 3d game, all you need is just to find 10 - 20 useful short tutorials (each arround 20 minutes long). I'm sure the same person would need much much much longer for the same result (if it's possible) in Godot.
I’m in the same boat. Very similar life situation, and after seven years in Unity I grew tired of waiting for compilations to finish. If I have 97 seconds to sit down on my laptop I would like to get 97 seconds of work done. Unity made it very difficult. Unreal Engine is flat out impossible. Godot works like web development: You make a change, then immediately see the effect of the change, then close the lid on your laptop and run off to your next commitment. It isn’t what everyone needs, but it is why many people choose Godot over the more bloated engines.
@@chrisbruce9497 If it would be possible to make nice looking games that got graphics similar like Genshin Impact or Stellar Blade .... Godot could be on my list. For some people are only the big 2 engines the only options, even if everthing takes much longer to load and compile.
As someone who was a dedicated Unity dev, when they messed people around with the whole TOS BS, I made the decision to swap over into Godot, I swear I am never going back, Godot is so quick to get into, I was able to rebuild my one project that I had about 2 years of work in into Godot within 2 months. I am very happy with it, but the best thing about it is how quick I can go from my desktop straight into the engine and work on my projects.
Also, if they do keep their word to keep it open source and customizable as it is, it will definetly make it possible for ppl to finally start programming with the tools they themselves develop ober time
@@gigamlbb6734 The way Godot licence ( permissive MIT license ) works is that in order to charge money every single of idk how many thousand core code contributors would have to all without single exception agree to charge money which is never gonna happen + if that'd somehow happen everyone is free to tinker with last ( or any ) free Godot version and basically make new free Godot out of, developing it under new name. This licence is insane and is bulletproof unlike Unity's one that can make pricing changes whenever leadership changes.
First time I've heard "the documentation was lacking" referring to Unreal instead of Godot. Definitely have to compliment Godot over the years for developing a strong documentation.
I was more surprised that one of the reasons was the opening time of the engine or the weight of the engine. You get exactly the same functionality of the engine for the developer as it weighs. We can also go further in opening speed and weight and start writing our own engine that will weigh 50% less than Godot and start even faster.
@@jonyjohns Sure, but there's a relative patience limit; it's not about getting the engine with the fastest opening time, but the engine that opens up in (what they feel is) a 'reasonable' amount of time.
@@jonyjohns I'm sure you understand what friction is. Any friction between you and the paper is bad.
@@randomuser-xc2wr because you know that term doesn't mean everyone knows it with that simple line.I'm an engineer and have a good knowledge of math and I still don't know what that line means cause all terms are related to the engine not to the math world such as "transform" or "FMatrix". and please don't mistake that line with math term "Determinant of Transformation".
@@randomuser-xc2wr As a developer, that's pretty trash documentation to be honest, like if all the documentation is doing is restating the name and variables, it might as well not exist.
Especially so for solo dev, Godot is amazing.
It always depends on the solo developer and the game project ... Godot could be the reason for some beginners to quit because it's to complicate and takes to long to make stuff that is already done when you just start something in Unreal. I'm sure you know the third person starting scene in Unreal, I have seen videos of Gadot users who worked weeks just to create something similar and it wasn't even close as good.
Godot could be good for developers who want to make 2d games, but for realistic looking 3d games it's not really the right engine.
@@paluxyl.8682I don’t disagree, unreal really wins in that regard. But, if you have the basics of 3d on your belt, it’s not hard to setup Godot. Making it look like unreal is definitely another topic 😂
@@nubunto Also there is something that I have notice, most Godot user didn't even try to go to the limits what the engine is capable. That means, if the developer continue just to many 2d games or 3d games with extremly low poly graphics ... the engine will take even longer to advance.
I say to all the Godot users: "Start finally and make more 3d games with better graphics" .. lol
@@paluxyl.8682 wow dude that's a hard agree from me. stuff only progresses when people push limits. true words!
@@paluxyl.8682You're right but I think Godot is the best place for a person with zero experience to start
The reason I got started using Godot is 1) it was a 2D and 3D engine. I like to make 2D games, but with an element of 3D like on Contra 3: Alien Wars on the Super Nintendo 2) I don't have to install Godot. I could build my game strictly from a USB flash drive. And I don't have be on my computer. I could be using a computer at school, in the library, in my classroom and show my students and anywhere. So, these are some of the reasons I personally chose Godot.
does 3D in Godot objectively worse in performance compared to unreal? I played some Godot 3D games and they're running so much worse than my game despite my game have much more objects than theirs not to mention my game was more beautiful than theirs 🤣
@@dreamingacacia but he saying he make 2d game, though. why didn't you campare godot 2d performance vs unreal 2d? why 3d?🤔
@@SRY295 because I'm asking not comparing. I don't have real knowledge nor experience in Godot, so I asked in case he knew.
@@dreamingacacia The 3D in Godot is not as robust as Unity and Unreal. Unity and Unreal's 3D are MUCH better. But, Godot's 3D has been good enough for me. I don't need those high powered graphics that Unreal and Unity has. I could do A LOT with low poly or sprites; especially given that I prefer to make 2D games with maybe a touch of 3D here and there. So, Godot has been more than GOOD ENOUGH for me as some Engines don't have 3D at all.
@@HE360 I see. Thanks for reply.
Godot is one of the few game engines that I feel just advertises itself. Most of the time when you see things for Unity and Unreal, they're advertising what somebody made in those engines which is great for showing of it's power but doesn't do much to show how accessible it is. Godot itself focuses on what it is and what it does and doesn't distract you with what somebody else did.
yes, the time it takes to do everything in unreal and unity is noticeably longer than godot, and it's one of the biggest factors for me using godot. being able to make code changes while the game is running is especially nice
I thought that Unity is better with hot-reloading
@@martinjakab it is if you pay for it. In Godot it just works out of the box for pretty much everything you need for quick iteration: changing exported variables, changing node properties, etc
I am literally as of yesterday switching. Unreal is aaaaaaaaaaaaaamaaaaaaaaaaazing but I feel like I am fighting every single step of the way. The results have been brilliant but I am tired and very, very worried. Reason being that I jump from Unity waaaaay before its incident predicting the incident would come and thought Unreal will be a more stable place. However, It's has occurred to me that things are very destabilized in the world of game development and Unreal are making some extraordinary tools that are cutting edge. At some point something has to give and their model will soon have to change.
I literally have jumped to Godot with the hope that the 3D gets upgraded as I continue to make my game/s over the next year/s and happily knowing that everything I make with this thing is my own with no fees that I am too stupid to understand.
Epic games going to force people to use lgtv in the games thats abuse and use of force to manipularte people to destroy the lives
You're not stupid. You make video games, so you're clearly smart.
They have an army of accountants and lawyers to try and trick you.
I hope Godot never stops being snappy
My question for you is have you made a game? You teach very well how to make games, but have you had time yourself to make one? Would love to wishlist or check it out if you have!
I've grown to love godot after learning python for so long using pygame as my starting point for a year. So far I'm learning so much about it and it's very similar to python within the coding system so far for me where it's easy for me to grasp. which is the reason i chose godot as my starting point as a solo learning dev. :)
To be fair, a Determinant of a matrix is something that very common in linear algebra and no additional documentation is required (if you want to know what it is you will look it up somewhere else).
Though I do get what your saying about the documentation, I totally agree.
I agree with everything you mentioned (except how you pronounce Godot) ;-) The documentation is great, the Reddit group is very friendly, the software itself is really good although there are some major changes I would make in the IDE. (The tabs above the edit pane should be the scripts, not the scenes. This is Incredibly confusing and it breaks the convention used by every other piece of editing and browsing software on the planet). I'd like to see the ability to bookmark locations in code, and have buttons (like in Eclipse) which take you back to where you just were. Example, I'm working in a method and I'm using a number formatter. I scroll to the top of the class/Scene to check the number formatter name. It would be great to have a button that immediately takes you back to the method you were just working on.
This is the moment modularcuriosity decided to become a Godot contributor and added such functionality to the Godot engine.
Well lucky for you we do have basic bookmarks in godot, ctrl + alt + b or right click and select to bookmark, then you ctrl + b to be taken to the next bookmark ctrl + shift + b for the previous.
I love Unreal Engine. I want to make more tutorials with Unreal Engine 5. I am indie game developer from Ukraine and I released in this year my first game on Steam maded with UE5. My friends use Godot Engine.I recommend your channel for my friends.
In addition to being lightweight and open source, I've also found Godot just more "fun" to use than UE or unity. It's an intangible explanation, but for me Godot just had a better feeling than those other two engines.
It is more fun to use, and i do feel like it's got to do with being soo well documented, the scripting language does what it says it'll do, we don't have-to do things from scratch,
and things... Just work - Todd Howard
@@Marandal But an you make realistic looking open world games in Gadot ?
@@paluxyl.8682 look up Road To Vostok
@@paluxyl.8682yep
@@paluxyl.8682 yup, road to vostok dev is doing it
My biggest problem is Godot with missing tools for prototyping 3D Games like blockout tool which is included into Unreal and Unity. Yes, yes there is Cyclops addon, but is not tailored as UE and Unity. Of course, Godot is open source and i can contribute it by my self, but I'm developing my projects as solo guy and im also working full-time as Unity dev. I'm just missing time to develop my game in Godot because i have to create tools that are improving workflow.
you have CSG nodes, which are basically BSP brushes,
The real Unreal Engine documentation is reading the engine source itself. Also it's a gigantic engine made for large teams. They market themselves as available for small and indoor devs but it is huge.
I've worked in ue4 full time, primarily as a c++ programmer, for 9 years and there is still so much i don't know about it. For example I know almost nothing about the animation system, animation, skeletons, montages, notifies, etc etc etc
Exactly. Document is one thing, you need to dive into the source to find out exactly what it does, which is why Open Source is better than any documentation out there.
But that's the textbook definition of a poorly-documented system. You're supposed to get a summary & insights from the docs, without having to know the implementation details. Because the implementation could (and does!) change with each version update.
I’m your 1K like 😊. Loved your take on your switch to Godot. I use unreal to this day, I have tried godot in college however maybe is because of the years I’ve put into unreal. It all comes natural and I prefer it.
Godot overwhelmed me but it’s my first game engine and I’m a beginner lol 😂
Godot should have a voice sample expressing the name at startup. So people know how to pronounce it :)
I keep meaning to try Godot, but can't get my brain into gear long enough to sit still and do it.
Also been waiting for a bit more adoption and maturity in the engine, but perhaps it's finally time.
Thanks for the encouragement.
I too was waiting for Godot to mature before trying it out. i was forced into it when Unity commited Sudoku.
I fell in love with Godot after the first little project. 10/10 would recommend spending at least 1 day trying it out.
Soo to sum it up, i had the same thought as you, and after trying Godot i realized that i should've switched a long time ago.
Soo this is Future-Me telling Past-Me to try Godot now!
Instead of piecing things together from youtube videos, I have found much more success reading books specifically on Godot. Its a lot easier to take notes & everything is much more thorough. It feels like you are actually learning instead of taking a crash course
Sold. Godot it is. Thanks for your POV
Just wanted to say I think your channel is great! Keep it up with the good content 🎉
I had a project corruption that I couldn't resolve where it didn't recognise one of the .tscn files and I lost a lot of work (I know I should have used source control but it was a casual project). None of the forum posts with similar issues revealed what was happening. Also I had an issue with crackling audio (a resolved bug now in newer version of Godot) but those two things chased me away from Godot for the time being. The mysterious error messages referring to certain lines in the Godot source code don't help since I'm running it from the binary. Unreal feels much more stable, even if it is a bloated resource hog by comparison. I really hope Godot gets sturdy enough for me to trust it again since all other things being equal, it's the better offering for hobbyists and game jams.
The source code line messages are for the benefit of the source contributors. Also usually you can just open scenes files in a text editor (had plenty of corrupted or broken scenes which I just fixed in a text editor) when there are problems, nowadays there should be less corruption issues tho.
I had a similar problem a long time ago, where Godot would lose the UUID's on my project files. I had to completely rebuild everything. I now keep backups of assets and code, just in case. I also got red errors for no good reason, like "this is a bug, yada yada yda" or other warnings I shouldn't even see that is meant for Godot devs, not the end user. So I can understand why Godot turns people off. It's gotten better over time though.
for me it was frustrations with how the CharacterMovementComponent is setup in Unreal and unless you want to learn UE C++ you have to play by epics rules, i know they are looking into changing it now, but it's low on their priority list.
Unreals documentation was why i switched to godot a few days ago and couldn’t be happier
4 months ago when loading an premade scene with extra assets like the building set took me 20 minutes on 3050 6gb i5 13420h
"It doesn't just WOW you, like Unreal"
Bro, the first time I installed Unreal 5, I asked my professor at the time if it was the legitimate copy, because I *genuinely* believed I downloaded the wrong application. It is a NIGHTMARE
Nightmare as in unintuitive?
i completly agree with you @StayAtHomeDev
Godot is for small-sized games. Unity is for medium. Unreal is for large.
Godot's editor UI is slow and clunky to navigate if your project imported 1000+ assets/textures, because of its limitation of only one file system window, inconvenient search windows, and inferior/unstable editor scripting comparing to Unity/Unreal.
Unity is the middle ground, good editor UI, but less performant for graphic intensive game.
Unreal is slow, requires a team of devs to set up the project in a special way to speed up the loading.
Depends on 2D vs 3D. Godot can make very large 2D games. I personally find unity to be the most clunky out of the bunch, as it runs badly even on quite good PCs. Waiting like 8 seconds after adding a semicolon then saving was unbearable. I remember in my game dev class, I had to make a new project each lesson until I got a portable hardrive. I would sit there for 20-25min sometimes just to have an empty project.
@@Oru328 Unity asset store has a free asset called Fast Script Reload, it reloads scripts in runtime for about 0.2seconds. It seems to me that Unity has the fastest recompile time.
I saw it was 100% free and open-source, and all the new things that were going to be added into Godot 4. It was the only option I could pick after that. I have just about all of the art skills needed to make games. Now I just need to learn the coding bits.
100% free means not always the best choice, it depends on your game idea.
I plan to make 3d action adventures, in my case is Unreal the best choice and it's also free aslong I don't earn more than 1 Million dollar in a year. And even if I would earn over 1 Million, the fee would just be 5%.
@@paluxyl.8682 No, 100% free means they can't do the shit that Unity tried to pull where they wanted to charge game devs $0.20 per install of their game. A lot of people switched to Godot after that shit. Or not be forced to use Unreal's new woke 'Coding Standards' where you have to use inclusive wording so that you don't hurt anyone's feelings.
I'm sorry, but you are an idiot if you would rather use a game engine where a company can have this level of control over your game. 🤣
we should team up, my art skills are pretty much non-existent. But I'm a solid programmer
@@nubunto So, have you made any games with Godot? Or what all have you created in the engine?🤔
Unreal is still frustrating but very beautiful 😩. Taking days to see how to use material instances with material collections...and no answer to be found anywhere.
I switched from Unreal too. I had a lot of problems like you fighting with the engine to try getting something to work. I dont have enough fingers and toes to count the number of times I had to restart or having to create a new project and copy code over to get past issues nobody seems to know why.
you rock bro ^_^
I loved blueprints from Unreal but I switched to Godot for the freeness.
If you switched to Godot because it is free as in "free speech", then you should also make your games free as in "free speech". That doesn't mean they have to be free of charge; they can still cost money, but you will be giving full freedom to those who play it.
Have you looked into the Stride game engine? I'd love to hear your thoughts on it.
i switched cz im bored of Unity and Gamemaker ive used em for over 10 years or more and this is fresh and new
Ik for a lot of people this may seem like a dumb question NOW, but at the time why did you not just try Unity? it would offer most of the features you get in Unreal, and it's pretty quick, definately not godot level speed but I have an 8gb computer which runs Unity at a pretty good pace
did you not see what happened to Unity?
@@Ehren1337 He said "at the time" why didn't you try Unity.
@@Ehren1337 yea I meant at the time, like before the whole Unity thing, cause I'm pretty sure he started using it 2 yrs ago
Because if you're switching, why pick the tool that charges over the one that doesn't when they both have comparative feature sets for your work?
He had his eye on Godot for a while because it was Opensource(wich kind of aligns with his personal values), and he kept hearing mentions of Godot on the internet soo he decided to give this little game engine a try since he kept seeing it on his radar.
Soo we can safely assume that he tried it because he kept hearing about *The Little Game Engine That Could*
Then after trying Godot he realized it has 1. Good Documentation 2. Fast Load times, 3.Easy Coding, 4. Playtesting the game was as fast as hitting the play button, 5. The community is super Wholesome.
I'm probably missing some things, but if-in-doubt, just re-watch the video and he will tell you. i hope this helps. ❤
Can you explain how to use Git with Godot? Trying to learn Godot, being able to just go some steps back would be great. Haven't used Git before and would like to use it locally. Couldn't get the plugin to work on my own.
I am honestly in same page. I am sick of UE5 and its complexity and lack of documentation. Also with GD you have full controll over thing you create.
I also like Unreal Engine. What I don't like is its instability. Crashes because of user error, or for using a feature like curve editor, or by random chance. I also don't like buggy plugins that are never updated, but yet provide just enough functionality to be somewhat useful. Learning how to import animations, comming from Godot, was painful; because UE is character rig animation based, and anything you want to bring in, needs to be treated as such. I was able to learn blue prints farely easily. I learned a lot watching youtube videos, and I started to make progress in my simple little game. I uninstalled UE (5.2) because of the instability and I dislike Visual Studio. I want to try 5.4 but if the UE devs only care about adding content and not perfecting their software, fixing bugs, addressing design flaws, forget it. Maybe I should try UE4.
Edit: I also was cringing at the thought of building my game once it's finished. I can't imagine how game studios manage this on such large projects. Do they build piece by piece and have a engineer put it together? Or do they set aside a month and hope nothing goes wrong? lol
Godoh is Lightweight.
I mean My 2GB ram i3 550 pc can run it.
What Else I would want ?
You would want a better PC ;-)
@@igorthelight i have got i3 1115G4 with 4 GB RAM
Some better, isn't it 😂😂😂😂😂😂
@@Volt-Eye. True! A step to the right direction!
And 4 Gb is usable in 2024 unlike 2 Gb of RAM ;-)
i aint gonna lie, godot is fuxking amazing for me. Python like syntax, extremely small size & opensource makes it best engine for me of all time. Yeah, it doesnt have amazing physics or graphics, but godot jolt and multiple different addons can help u with that!
Gado? No! Godot! (Godoh)
Preach brother
Guh Doe. Please!!!!!!
Ğøú ďôăh
There is another youtuber that calls it "Go-Dot"(go . ) ... Such malignant butchering of a word
No one cares how you say it. This has been established many times.
What was the video you saw?
I test a lot of game engines open source. Axmol, Defold, Stride, Cocos creator.
While Defold is a nice option Godot have more active community.
For mobile development the best option will be Godot and Defold.
And about the licenses yes, they can change the licenses to anything they need.
You own nothing of the game you are working, with the fast changes of licenses and retroactive terms.
Nah, you own your games. Even if they decide to change the license for future releases, your downloaded copy of godot or whatever foss engine is still under the MIT license or equivalent.
@@bypell A bit paranoid how Adobe/Unity (and more) they freely can change license terms
if Godot suddenly changes license, all versions of Godot before this change will still be under MIT
@@OscarFernandez adobe and unity aren't open source tools released under MIT license...
I'll be honest, I switched from Unity to Godot just because it loaded the project faster.
It would be interesting to see Unity's editor-stats on this. Hardware specs, project-size, packages, etc. In my exp, slow loading times isn't so much the engine, as the assets. Models that search the entire tree for their materials by texture-name, asset-preprocessor methods that do expensive string comparison or array-searches, code assets without namespaces, or with heavyweight Awake or static-constructors, no/poor use of assemblies, etc.
I remember a talk or session where they mentioned that modern Unity runs better on SSD, so I installed it to an SSD, and had a massive improvement. Similarly, setting light-baking to manual (and getting a better CPU) sped up baking and builds. LotteMakesStuff's blog post on custom sub-packages, combined with good assembly-definition usage, redefined my entire approach to project architecture.
Exactly. It’s strange how there is so little complains about that because for me is the main reason i dont use unity.
What ever happened to that football game you were making?
What if I wanted to get into the mobile market, would Godot be a good choice?
Can Godot develop games like Farmville, Hill Climb, Subway Surfers, and so on.
I don't see much games for the mobile market, correct me if I'm wrong.
Yes, this engine would work great for a subway surfers type of game, and could probably make most mobile games
No, it's not good at optimizing for mobile. You can make a 2D game like those, but it won't run on most devices. Unity is the go-to for mobile - lots of examples, profiling tools, and options to adjust your game to suit different device capabilities.
@@DailyBibleQuotes-c8o Subway Surfers is literally made with Unity - the devs are in a few of their case studies & interviews.
@@mandisaw 👍
@@DailyBibleQuotes-c8o 👍
None of unreal improved you did the right thing
Unreal Engine is a good engine, but it's overkill for most use cases, especially for indie developers, and it's very resource intensive on the engine side and even on the complied game.
Godot is less capable, but it's more than good enough for a lot of use cases, especially when it comes to indie developers which usually target much smaller scale games, and Godot is getting better all the time.
The big reason I would use Godot is because it's open source, considering what was going on with Unity around a year ago with the licence terms, being open source is a breath of fresh air, after all, there's nothing stopping Epic with Unreal Engine or any other closed engine changing there terms whenever they want, personally, I wouldn't want to deal with any of that when you can spend years invested in one engine or another learning the in's and out's of it, especially if you are working on a game that's taking years to do, but also, I like how light weight the Godot engine is, that and being open source is a big advantage in favour of Godot for me.
my only main issue with godot is git integrations. it seems to mark a lot of files as changed even tho I didn't even touch it, sucks to open a pr with it
you probably didn't gitignore the right files
@@the_cheese_cultist nope, I followed the docs to setup the gitignore
@@the_cheese_cultist sounds like i have some learning to do. Point me in the right direction please.
I don't use github, IMO it's complicated, and I'd rather keep things locally and back ups on usb drives.
@@rremnar skill issue. git is extremely useful and is used by 99% of companies.
it's lightweight. it's fast. it's way more convenient.
also git can be used fully locally. github is just a host for repos.
For 3D and/or complex games from small-to-mid scale team, Godot is best choice. Unity sucks at 3D and UI, Unreal is overkill.
Hi I have a question does anyone have any recommendations for learning godot and gdscript or is game dev tv course good I just want a good course that’s beginner friendly
you could watch Brackey's 2 Godot videos
I started learning Godot about a year ago and have mostly used the gamedev . tv courses. They have both a 2d and a 3d course and if you watch for sales you can usually get them for under $20 US. They are the best courses I have found.
Highly recommend Brackeys. There is plenty of high quality free content!
My comments have been causing RUclips errors. So I'll try again. The game dev tv classes are awesome and sometimes Humble Bundle has a sale on the entire Godot series.
The best tutorial on RUclips is "Ultimate Godot Tutorial" which is an 11 hour long video which starts at the beginning and goes deep into Godot. Notice that there is a link to part 2 of that tutorial in the description, that's the only place to find part 2 because for some reason, it's an unlisted URL.
Check out "Learn GDScript from Zero" by GDQuest as a base starting point, then just start doing tutorials from YT or the like, that grab your attention. Someone else already mentioned Brackey's videos, those are good.
I love the Godot structure, but 3D is so backwards like in 2012...
Any one say how to make water in godot , i know mesh and watershader but is you go under the mesh nothing is there . How to make real water not mesh with water shader
for small godol fast but for many physical object and other its clunky cant handle as much(yep its a great engine)
while for small unreal is slow for big its faster than other (unreal tool most indie wont ever need)
So, you have problems with UE documentation?
* Laughs in CryEngine *
There's no documentation for CE anymore. They yeeted it half a year ago and it's still offline.
I switched to unreal for 3d because I suck at 3d lmao
that doesnt make sense..
@@Ehren1337 unreal has a more user friendly approach to 3d imo. If I was actually good at math, I could probably use Godot.
@@Ehren1337 it really does
@@DriftWare i have no experience and i find godot WAY easier than unreal.
@@Ehren1337 Interesting. I'm glad it works for you!
"gatto"
unreal did not wow me it disgusted me it was to cluttered and had no easy access to see what blueprints do and how they set variables it urked me I tried unity it was dog shit cause of it needing to call every thing before you can use just one simple variable and I used game maker it was just fine it is the most work I done in except godot done a metroidvania but how to save and load was really confusing and did not have a set way of doing saving and loading that made me get burned out after trying 7 different ways that weren't working cause gms2 was not documented then I tried godot that were little overwhelming cause of it letting you add any node with right clicking its ben 5 months since I started the game I made a version that I felt like it wasn't in my standards so I remade it now I'am making models and the world to my semi-open world game.
lol what about now
Uhm... Same?
Unreal engine has one of the worst documentations ever. And Godot has one of the best documentations ever.
I would agree that Godot has better documentation in comparison; but sometimes Godot just says an apple is an apple.
@@rremnar yep, I agree nothing is perfect. But you can always submit a request and change it.
This is a question better asked to those who actually released commercial games
Fair point!
Ga....Doh.......they need a water node like unity has.
basically the title should have been: "Why I'm wrong"
no u
But as a compare of graphics, unreal engine is better than godot
Depends on how much you need. Ultra realism pushed to the limit by hundreds of Devs? Yeah of course nothing can do that better than UE 5.
But most of us watching the video are small indie devs. We don't need that much power for our engine. We don't need to Chase that hyper realistic graphics when stylised graphics can be, if not much more beautiful. That's why Godot, the little engine that could, is my favourite engine. It just does what it needs to.
people are starting to get bored of realistic games because how shitty most half of games are.
Unreal also has better graphics for stylized games. Lightning is much more advanced for example. There are many features you can use to improve the look of your scenes without having to go for realistic graphics.
Godot is still lacking many features which is a reason why it loads so much faster.
That's all fine if it has what you need.
@@Ehren1337 Who are the "people" who get bored by realistic graphics ? Most of the people I know prefer modern 3d games, and think 2d games are boring or consider them as free to play games.
@@the-nameless-dude I plan to start with game development in the next months, that's the reason why I watch at the moment videos about engines.
UE5 is for me the best option (Unity come close), I want realistic graphics and many complex features.
Even a beginner is able to create in few weeks with Unreal a fantastic looking 3d game, all you need is just to find 10 - 20 useful short tutorials (each arround 20 minutes long). I'm sure the same person would need much much much longer for the same result (if it's possible) in Godot.
he switched to Godot cuz its a cult. He'd have better views by baiting hobbyist. Godot has the hype , he got the views soo...
So many that switched and turned back around... 😂
lol others can't possibly like different software to you, better call them cultists :))
@@rechnight Who?
I’m in the same boat. Very similar life situation, and after seven years in Unity I grew tired of waiting for compilations to finish. If I have 97 seconds to sit down on my laptop I would like to get 97 seconds of work done. Unity made it very difficult. Unreal Engine is flat out impossible. Godot works like web development: You make a change, then immediately see the effect of the change, then close the lid on your laptop and run off to your next commitment.
It isn’t what everyone needs, but it is why many people choose Godot over the more bloated engines.
@@chrisbruce9497 If it would be possible to make nice looking games that got graphics similar like Genshin Impact or Stellar Blade .... Godot could be on my list.
For some people are only the big 2 engines the only options, even if everthing takes much longer to load and compile.