Why You Should Not Use Godot: 5 Reasons

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  • Опубликовано: 2 апр 2022
  • So a few months back we made a video about Godot’s strengths and why we would recommend it to game devs! This time, we want to talk about weaknesses of the engine and what might speak against using it for making your game.
    Part 1 (Reasons to use Godot): • 10 Reasons Why YOU Sho...
    Download Godot 3.4: godotengine.org/download
    Download Godot 4 Alpha 5: downloads.tuxfamily.org/godot...
    ~ Get Godot Assets ~
    godotengine.org/asset-library/
    godotmarketplace.com/
    godotassetstore.org/
    godotassets.io/
    godotshaders.com/shader/
    itch.io/game-assets
    ~ Publishers that offer Godot Console Ports ~
    gotm.io/about/gpp
    pineapple.works/
    lonewolftechnology.com/
    ~ Realistic Graphics in Godot 3.4 demo by Cyberreality ~
    cybereality.itch.io/ella-a-st...
    ~ Godot Channels we recommend ~
    / gdquest
    / uheartbeast
    / miziziziz
    / pigdev
    / picster
    / emiliotube
    / bitbirdy
    / godotacademy
    ~ Other links ~
    2021 April Fools article:
    godotengine.org/article/godot...
    Juans statement about the logo:
    github.com/godotengine/godot-...
    Our Pixel tutorial post:
    / rudz2k
    Godette images discussion thread:
    / images_of_godette_need...
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    License: filmmusic.io/standard-license

Комментарии • 1,1 тыс.

  • @sempersolus5511
    @sempersolus5511 2 года назад +791

    Reasons to use Godot:
    - You have a small budget
    - You're working primarily in 2D or stylized 3D
    - You believe that, the larger its community becomes, the greater Godot will be
    - In this increasingly capitalistic world, you'd like to ensure that the people behind your game engine are taking as little of your money as possible
    - Your favorite movie was _The Iron Giant,_ but you wish he could have been... _bluer,_ somehow.

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +76

      Good points. All of them.

    • @sempersolus5511
      @sempersolus5511 2 года назад +37

      Proud Godot user and Iron Giant fan.

    • @brodriguez11000
      @brodriguez11000 2 года назад +4

      Number four can be separate from the engine by simply denying any money from the asset store flowing to the developer. What any asset store really needs is open standards, and consistent APIs.

    • @iche9373
      @iche9373 2 года назад +17

      -and Godot won't exploit you compared to Unity etc.

    • @maybeanonymous6846
      @maybeanonymous6846 2 года назад +5

      the main reason i use godot is because it is open source

  • @DankMemes-xq2xm
    @DankMemes-xq2xm 2 года назад +214

    I think the simplicity and lack of certain technologies actually makes Godot better for new game developers. A lot of Unreal Engine and Unity tutorials are focused on teaching people how to do procedural animation, crazy particle effects, ray tracing, etc, but I think beginners should just focus on simple 2D game design and not worry about the features that make AAA games pop.

    • @123TeeMee
      @123TeeMee Год назад +6

      Procedural graphics could be used though, to add more appeal using code instead of art, seeing as the assets are limited, and most godot users are just individual people without as much art skil

    • @toonzelda3353
      @toonzelda3353 9 месяцев назад

      Yeah thats exactly why I dont like Godot. I want to be able to do all of those heavy visual things. Godot just feels limiting in many ways to those who want to experiment further.
      After being attached to many of the particle systems Unity had, I ended up trying out Unreal and loved it better as it didnt feel more limiting but rather expanded and allowed me to do more visually.

    • @gargoyled_drake
      @gargoyled_drake 4 месяца назад +1

      agreed. What's the point in using ray tracing in your game if your game has no content. When you can take the build up from old retro games and change it around to be a different fun game. Then you are ready to start dreaming a bit bigger. But start with making a game first and foremost.

    • @gargoyled_drake
      @gargoyled_drake 4 месяца назад +1

      @@toonzelda3353 I find limits to be where creativity sparks the best. Give me a pen and paper and i'll start drawing. But give me drawing tablets and extra keyboards for shortcuts and i'm lost at how to even make a circle.
      I think the first playstation console is a great example of how limits being pushed by developers creates much more passionated projects/games and bring them to life more so than a heavy lifting engine like unreal where most games that comes from it today are pretty to look at but have no entertainment value besides it being pretty.

    • @bobojenkins5805
      @bobojenkins5805 Месяц назад

      2d sucks the only reason people do it is because its way easier not because of any godot limitations

  • @devihen
    @devihen 2 года назад +522

    As an old-fashioned programmer, I'm finding Godot very easy to understand and very good to develop indie games even in solo.
    Isn't the 3D performance top notch? I think that the style is king here and this kind of setback can force us to make more with less.
    In my opinion, the feature to improve right now is the tileset editor, and I can't wait for Godot 4.

    • @nick15684
      @nick15684 2 года назад +22

      Yes, I agree. The tileset editor will be massively improved in Godot 4, so that's something everyone can look forward to.

    • @VoyivodaFTW1
      @VoyivodaFTW1 2 года назад +8

      I feel the same way. GDScript is pretty cool

    • @swordarmstudios6052
      @swordarmstudios6052 2 года назад +11

      I like godot because it's I think it optimizes for the right variable - which is a developers time. It's easy to jump into and start hacking away.
      Eventually you run into it's limitations. But I think those limitations can be managed for an indie project, and since godot is so hackable, you can almost always find a way around most of those limitations.

    • @Beanibirb
      @Beanibirb Год назад +3

      Ironically, I can't seem to figure out how to actually use the damn thing despite looking up a shit ton of tutorials and reading documentation.
      Coming from Unreal and Unity, its horribly non-user friendly to me, and no one can seem to give a clear answer of how to properly set it up.

    • @ShiroCh_ID
      @ShiroCh_ID Год назад

      @@Beanibirb maybe its about mindset?
      since i also cant use Blender coming from Cinema 4D
      i cant get how to do certain things as easly and as friendly as C4D do in Blender

  • @Amipotsophspond
    @Amipotsophspond 2 года назад +473

    I don't want Godot to get away from it's MIT License, no mater how features it would allow. interacting with the proprietary software world is a slippy slope, for any permissive license project.

    • @thomasmaier7053
      @thomasmaier7053 2 года назад +19

      I would be cool with GPL or AGPL but anything closer to prorietary is not worth any gains.

    • @rungeon83
      @rungeon83 2 года назад +45

      I agree fully, I never really cared for open source, but since godot and the community it's been awesome, in Unity it's "I've made an amazing tool, here I'll sell it for" while in Godot it's "I've made an amazing tool, here is the code"

    • @Theraot
      @Theraot 2 года назад +20

      @@thomasmaier7053 Godot cannot be GPL. The issue is that your games are a build of Godot without tools plus added stuff via a custom package. So all games would have to be GPL. And about the variants, I don't know. Godot is not exactly statically linked, it is unclear to me if such licenses would fit - I'd need to ask a lawyer to confirm. However a future in which Godot is statically linked is viable, but not anytime soon. I'm also aware of people fearing some company making a closed version of Godot and outpacing it, I don't fear that as much because there would always be a free and open source version - plus it is precisely the possibility of a closed Godot what currently allows some console ports.

    • @filipecoelho9855
      @filipecoelho9855 2 года назад +20

      @@thomasmaier7053 I love the fact that it is MIT actually. I can release a custom version of the engine with my game to serve as level editor/mod tools without worrying about anything

    • @igorgiuseppe1862
      @igorgiuseppe1862 2 года назад +6

      @@Theraot " plus it is precisely the possibility of a closed Godot what currently allows some console ports."
      cough cough sonic colors ultimate cough cough

  • @lg921
    @lg921 2 года назад +519

    I love the logo 😱 it doesn’t have the conventional, soulless corporate style of most proprietary software. It just looks like passion to me.

    • @rungeon83
      @rungeon83 2 года назад +75

      While I'm all for getting away from soulless corporate, it would wouldn't hurt to get away from child like legos? It looks like a beginners "get your children into programming" type logos

    • @lg921
      @lg921 2 года назад +54

      @@rungeon83 I don't see it that way tbh. Sure, the logo is a little more playful, but at the end of the day it doesn't scream child to me, especially in the context of the whole project - the font isn't overly comical and the website, let alone the software, look very proficient. Compared to something actually for children, like scratch, the colors are toned down and desaturated, the logo is symmetrical, almost mathematical and not curved. It does not have a typical child aesthetic.

    • @dugtrioramen
      @dugtrioramen 2 года назад +8

      I'd like it better if it just became black. I like the character, but the color is off putting

    • @lg921
      @lg921 2 года назад +12

      @@dugtrioramen I think black would blend in too much with the rest of the ui, but I get your point, the shade of blue isn’t the prettiest 😅

    • @aurin_komak
      @aurin_komak 2 года назад +1

      @@rungeon83 there's always the alternative anime logo 👍

  • @Portponky
    @Portponky 2 года назад +112

    people getting shot in the face = fine
    clothing = controversy
    why is the world this way :|

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +40

      I never understood that!

    • @ultimaxkom8728
      @ultimaxkom8728 2 года назад +27

      It basically implies that bikini is a league worse than violence, death, murder, and gore.

    • @hawshimagical
      @hawshimagical 2 года назад

      this is my favourite comment

    • @dragonwarriorz1
      @dragonwarriorz1 2 года назад +11

      Because sex is a personal thing for many people, while violence is in the realm of fantasy for most of society. It's not that hard to understand.

    • @MrHarumakiSensei
      @MrHarumakiSensei 2 года назад +5

      @@dragonwarriorz1 Tell that to Will Smith.

  • @GreedyDrunk92
    @GreedyDrunk92 8 месяцев назад +8

    "logo should be professional"
    Meanwhile valve logo, casually traumatizing me for the rest of my life

  • @lorgarmor5886
    @lorgarmor5886 2 года назад +244

    I will be honest: None of those points is a real "systematic" weakness of the engine. The first one is due to proprietary tech of the console companies (going against the Open-Source approach), visual quality is just a question of time (maybe slower, but it's not a billion dollar company after all) and the rest is community related. And only five bullet points is not a big figure to begin with :D
    Just to come up with a definitive systematic weakness of e.g. the Unreal Engine: It's huge size, C++ is its only language, compilation times,...

    • @Structed
      @Structed 2 года назад +25

      Very much agree!
      I would also like to add, that particularly the open source nature is probably the biggest upside of Godot. It allows anyone to be building upon it.
      I also think that this is where the uptake of larger Studios will come from.
      Many have disbanded their own custom engines because the maintenance upkeep was too high to still compete with the feature set and graphical fidelity of Unity. However, Unity is not open source, and Unreal requires royalties even if you are heavily modifying it.
      So if you have a big investment in an engine, you want to be as flexible as possible at the lowest possible cost. And this is where Godot will likely shine.

    • @lorgarmor5886
      @lorgarmor5886 2 года назад +10

      @@Structed With respect to Open-Source: Yes and no. There is a reason corporates rely on commercial solutions (e.g. MS Office etc.) although it is more expensive: There is no obligation for the project members to give you support in any way. If there is a problem in the engine, that you need to get fixed quickly for your project to work, you either create an issue in the git but it can take a long time until it gets fixed, or you have to do it yourself, if you can even pinpoint the problem in the first place.
      Commercial engines like Unity offer dedicated support for enterprises etc. where you can demand support sessions to fix your problem asap.
      I love Open-Source as much as anybody else but bigger studios with a lot of money and big and/or complex projects will most likely stay with commercial engines, even if Godot becomes as big as Blender at some point.
      However, for Indies having a complete and feature-rich open-source engine with no strings attached is a total blessing.
      And to discuss some other points:
      - Missing assets in an asset store is not a reason not to use it (referring to visual assets). You should never rely on an asset store, because either a) your whole game is limited by the stuff thats offered and is consistent in its visuals or b) you have to be able to create other assets in exactly the same style as the ones you took.
      It is way more valuable to learn to create your own. From this perspective it is even a good reason to stop using Unity or Unreal. :P
      - Missing tutorials is a bummer. However, again it can be seen as a blessing in disguise, because your are encouraged to engage in communities and discuss problems there. Most tutorials show only one way to solve a problem and maybe there are plenty more, which you might never discover if you always do it in the way the tutorials told you to. Discussing these in a community might show you more ways. And after all, maybe we should all start to share our solutions more thoroughly. ;)
      - I LOVE THE ICON NEVER CHANGE THE ICON ITS CUTE AND LOVELY AND I WANT TO KEEP IT!

    • @igorgiuseppe1862
      @igorgiuseppe1862 2 года назад +2

      @@Structed many big studios rather pay for unreal royalites than improve godot enough to fit their game requirements.
      but as we saw with sonic colors ultimate, it definitely can happen, especially for ports from old games made on custom engines.

    • @igorgiuseppe1862
      @igorgiuseppe1862 2 года назад +3

      @@lorgarmor5886 " There is no obligation for the project members to give you support in any way."
      i would say something worse, since most users arent required to contribute with money, you dont split the cost of improvments with anyone. (but at least the company who make the product has an lower margin for profits if they want to stay competitive.)
      " If there is a problem in the engine, that you need to get fixed quickly for your project to work, you either create an issue in the git but it can take a long time until it gets fixed, or you have to do it yourself, if you can even pinpoint the problem in the first place."
      the issue with this so called support is that it might not be as good as people think, just think about it, if you are locked to only one provider to improve the code, this provider can over charge those improvments.
      on a open source software, you can hire any programmer in the world to study the code and do any improvments you want, so the only way the company can make a profit charging for support is if they have full time employees who already are familiar with the code,so they can fix issues quicker than you would be able to if you hire your own employees to study the code, that is how open source companies sell support, they hire the people who already contribute, they know who to hire.
      the main advantage of proprietary softwares is that they often have the economics of scale, since most of their users pay for it and they often have more users, the company can charge just a little bit for support and have big margins for profit, because what they lose in charges for each user, they gain selling support for more users.
      this issue is even bigger if the target audience isnt familiar with coding, almost everyone who use an game engine know how to code, so they can fix their own issues, while almost everyone who uses microsoft office dont know how to code.

    • @igorgiuseppe1862
      @igorgiuseppe1862 2 года назад +5

      @@lorgarmor5886 "because your are encouraged to engage in communities and discuss problems there. Most tutorials show only one way to solve a problem and maybe there are plenty more"
      actually you made me realize an hidden problem of having tons of tutorials:
      everyone who watch then will have the same solution for the same problems, and may be unable to solve it in any other way when the proposed solution dont work anymore.

  • @maxismakingstuff
    @maxismakingstuff Год назад +119

    Not having a centralized asset store may end up being a boon in the long run. There is a stigma over indie devs just throwing together free assets to push out a game after all. Though it might be a roadblock for some not to have it, it may encourage more unique visuals and mechanics.

    • @thepowerlies
      @thepowerlies Год назад +16

      I've been seeing a lot of asset flips in steam, that's part of the reason anyone who notice a game is developed in Unity is gonna assume it's bad

    • @Reticulan1
      @Reticulan1 Год назад +5

      I like it the way it is too, giving away simple free stuff to get started with prototyping is ideal. Combining Godot's simplicity with a large asset store would attract more asset flippers giving it a bad name, IMO unity can keep them. Sure it means Godot will have more simplistic games in general. But allows good devs with a wide range of skills to thrive.

    • @badunius_code
      @badunius_code Год назад +2

      there's also a stigma over devs using same assets from the unreal store, making all unreal games look the same =/

    • @Stunex
      @Stunex 9 месяцев назад +2

      not having a paid asset store can also be a negative tho. One of the reasons why Unity got so big is because creators of all kinds could make something and monetize their work without making a full blown game. This "makers" ecosystem attracts more talent and creates a snowball.
      On the development side: smaller studios sometimes rely on premade assets to some extent as they can't just create everything on their own. Spending weeks more as planned or hire a new employee isn't always viable, so Godot might stay a pure hobbyist game engine with some occasional "big hits" from some people. Certainly not a negative on its own but I read from a ton of people who wish Godot would see better adoption and get some much needed development boosts.

  • @NesiAwesomeness
    @NesiAwesomeness 2 года назад +23

    I personally think the reaction of the Godot community to the Godette in a bikini avatar you made
    Is quite childish and ridiculous. I'd hate to think the Godot Community can really consider that "Controversial".

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +7

      I think there are cultural factors at play there. Some parts of the world might see this as offensive as it seems

    • @NesiAwesomeness
      @NesiAwesomeness 2 года назад +2

      @@PlayWithFurcifer I'm African, it's somewhat offensive for women to show too much skin but it's not exactly something that should be institutionalised and we know that.
      Definitely not something that should be projected into other people in a public online space and should require you to delete your post.
      In my eyes Godette was clothed enough to be SFW.

    • @klaesregis7487
      @klaesregis7487 2 года назад +7

      Its probably mostly salty USA people that are like that. Probably also never went to any beach in Europe.

    • @dragonwarriorz1
      @dragonwarriorz1 2 года назад

      @@klaesregis7487 Every beach in the USA has women in thong bikinis. USA is more sexualized than you think.

    • @SomeRandomPiggo
      @SomeRandomPiggo 2 года назад

      that honestly just made me laugh, don't know why people are getting so worked up over it lmao

  • @SirspenStudios
    @SirspenStudios Год назад +29

    Honestly for me the main reason I'm sticking with godot is GDScript. I'm not even a python guy but damn, GDScript is just so intuitive and well-integrated into the engine. It has its quirks for sure, but it just feels clean and straightforward.

  • @SmeddyTooBestChannel
    @SmeddyTooBestChannel 2 года назад +121

    Personal thoughts:
    - The assets things is kind of not really a huge deal breaker IMO. I will loudly and proudly state I have an "asset hoarding" problem and I think you can get away with using stuff from itch and similar sites perfectly fine. I don't think there being a real team-endorsed asset store would be the best idea anyways if they want to keep their FOSS ideals intact. It would be nice if more asset devs optimized their files for Godot more often or if Godot made it easier to import stuff (which, from what I've been hearing, 4.0 is at least gonna alleviate at least some of those headaches), but it's not life threatening anyways.
    - 3D stuff is mostly agreeable, but given the considerably younger age compared to Unreal and even Unity, combined with the fact it's a full game engine being made from scratch by hobbyists, it is a bit unfair to be expecting it to do have all of these super advanced technologies in it in the first place. Even then, very rarely I see indie developers trying to shoot for a game of that detail level anyways, no matter what engine, which I'd assume is the general demographic of users for the engine at the moment. I think the stuff that'll come along in Godot 4 will be great, and having performance upgrades is a HUGE deal because frankly, if something like *Cruelty Squad* runs like garbage on a modern but low-spec laptop, there's something very, very wrong, and I personally would prioritize performance over trying to get the engine to put out AAA graphics first and foremost.
    - The branding stuff listed I think wouldn't be that big of a deal past initial impressions. I think if someone overhears that Godot can do all of the stuff that it does with a super permissive license, they should be on board (give or take any negative personal experience had with the engine). Also, I don't think NSFW develeopers are suddenly gonna get ousted by John Godot, CEO of Godot Engine and have their game be unable to be published on the internet just because they have a single female nipple in the corner of the screen for 5 seconds, just going by what the nature of the engine is. Random discourse on internet boards doesn't inherently dictate on how things are or work (which i think is a common misconception with people who are frequently on the internet in general but that's beside the point). You shouldn't be running stuff like Steam on GNU/Linux going by the philosophies of people like Richard Stallman (though that kind of implies anyone takes him seriously anymore anyways), but countless people do anyways and you can't really dictate that.
    - My own personal gripe with the engine is that it's kind of a UX migrane, but the features currently available make it more than worth fighting through, and clearly there's a lot of work and attention being put into rectifying these issues in later updates. I'd be more upset with a lot of these things if they weren't just... growing pains. It's still relatively new, it's doing something hugely ambitious (I mean geez, I feel like we all kinda forget this is a GAME ENGINE, meant for **making interactive software that can and will be anything the game dev wants it to be**), and it's a passion project. Considering all of those things, the fact that it's even in the state it is now considering the first initial public release was only just over half a decade ago (as of the time of writing this), the fact it's as good as it is even right now and can totally be used to make games on a quality level people will willingly pay for, it's a miracle, frankly.

    • @igorgiuseppe1862
      @igorgiuseppe1862 2 года назад +5

      "and I personally would prioritize performance over trying to get the engine to put out AAA graphics first and foremost."
      generaly speaking, one thing is related to the other.
      old consoles had worse graphics because the hardware wasnt capable of realism, it lacked performance to have realistic graphics, in the case of godot, it lack algorithms, mainly light algorithms that are fast and have an good realism (eg: realtime raytracing , something akin to lumen, godot 4 will have something similiar, but epic has more money to throw at this problem) and something to generate level of detail on the fly (like nanite from unreal).
      but imho art direction is more important than realism, if anyone want to make realistic graphics, unreal is the way to go, but dont blame me if only cuting edge hardware can run your game, or if the graphics look outdated in a few years, and dont expect to do AAA graphics with an indie budget, or at least not with an big open world like triple A games have. (the ammount of money you will blow on assets will be insane).
      if you going to something more artistic, instead of boring realism, then i dont see how godot would be an issue.

    • @SmeddyTooBestChannel
      @SmeddyTooBestChannel 2 года назад +9

      @@igorgiuseppe1862 The point i was trying to make was that it would struggle just having lots of polygons on-screen more than anything. Remember: For the longest time, the engine didn't even have a way to work around the fact that it would try and render every single thing within the player's "view", even if it was very blatantly being covered up by stuff in the foreground until Portals came to be.

    • @igorgiuseppe1862
      @igorgiuseppe1862 2 года назад

      @@SmeddyTooBestChannel yeah i forgot this detail

    • @naelpontes8444
      @naelpontes8444 Год назад

      Why did you describe the engine as a UX migrane? Is it because of the nodes system or overall experience?

    • @Dosedmonkey
      @Dosedmonkey Год назад +2

      Assets thing is a bonus. Why would I want to pay for a badly made asset, just being paid doesn't make it good.

  • @karagaya7466
    @karagaya7466 2 года назад +31

    The Godot at the end killed me 😂
    Im using Godot science almost 3 years now, but just for 2D games or a discord Bot. I really like the engine and i learned programming with it. But i can see how the Godot community grows from day to day.
    Maybe 3D is not as great, but for 2D is Godot one of the best engines in my opinion. Im sure 3D will get better after time.
    Imagine Godot in something like 2 years, i think it will be an REALY powerfully Engine and the Community would be big as unity or unreal.
    Yeah, the logo is special, but i think even if you don’t like it, you can use Godot because the user can see the logo for like 2 or 3 seconds when launching the Game.

  • @rafaelbordoni516
    @rafaelbordoni516 2 года назад +16

    As a student of the dark arts of shaders, here's what I don't like about Godot:
    - SCREEN_TEXTURE is only generated once, right before the transparent queue so we can't have refraction effects in front of transparent geometry, refracting geometry or even geometry that uses the depth buffer;
    - We can't rewrite the part of the shader that deals with ambient light, reflections, emission, etc. We're stuck with writing to roughness, metallic, emission and ambient occlusion, we can't even sample the ambient and reflection cubemaps;
    - No "official" way to write post-processing effects, we're stuck with using geometry in front of the camera which runs into the first problem, and on top of that, we can't access a normals buffer;
    - We can't mess with the camera's projection matrix;
    I think these are huge, I understand they want to simplify the shading language and allow us to write stuff faster, but it prevents us from having basic stuff all 3D games have, like, we can't have a fire with refraction or any refracting VFX in front of water or transparent stuff, this is just basic. The second one also severely stops us from being creative with the rendering pipeline, it's like they're assuming we're using the metallic workflow and won't even let us do anything different. The last one is a bit of a pet peeve, we can't have proper planar reflections in Godot because of it. Some more bonus pet peeves now:
    - No multi-compilers, no ways to include files on your shader codes and no global variables;
    - No ways to change the shader materials UI on the inspector;
    These are minor, they don't affect the end product that you're making but they affect the process of making it. The lack of multi-compiling means maintaining any complex shader code can be a nightmare, and creating or editing materials can also be a nightmare when we can't organize the way uniforms show up on the inspector. I remember they only recently gave us an update with occlusion culling and another one with varyings that go from fragment to light, which goes to show how far behind Unity and UE4 we are. Haven't tried Godot 4 alpha yet, I hope most of these are addressed.

    • @dkailo4878
      @dkailo4878 2 года назад +1

      godot shader side is too weak to custom.

    • @scarm_rune
      @scarm_rune 2 года назад

      its ironic how godot is easy to use but lacks literal base components

    • @DileepNow
      @DileepNow 2 года назад

      Thankyou. As someone who started gamedev with Godot, I didn't know what I was missing and where I should not waste time.

    • @rafaelbordoni516
      @rafaelbordoni516 2 года назад

      @@DileepNow If you're using it for 2D games, you're good. All of these things I listed are 3D related only, the first one listed has a specific node to fix it in 2D, it's called something like BackBuffer. Honestly, Godot is the top dog for 2D right now, I haven't used Unreal yet but it's known to not be so great for 2D games, so I doubt it beats Godot in that area.

    • @Megalomaniakaal
      @Megalomaniakaal 2 года назад

      TL;DR: wahh it's a basic depth-prepass forward renderer and not a deferred or inferred renderer. Also I don't want to use viewports so I use geo in front of camera(which, both are fine and have their pros and cons).
      I wouldn't mind deferred rendering but honestly, with raytracing on the horizon it's likely going to ultimately be a none-issue.

  • @ThomasHempel
    @ThomasHempel 2 года назад +81

    I chose Godot over Unity BECAUSE it is small, FOSS and has personality by doing things differently here and there. Of course it's not perfect. Nothing is.
    The only "personality" that Unity has, is its tendency to bloat, recompile and crash every few minutes just to get in your way. Seriously, the latest Unity LTS is less stable the Godot 4 alpha. :-D
    Besides that, we should not forget, that Unity and Unreal have multimillion $credit companies behind it! I don't expect it to keep up with those and have any kind of feature parity or do stuff at the same speed. Godot is built by literally a hand full of people.
    So is it bad? No! It's absolutely awesome for what it is. Take a look at Blender. When they started their OS journey, they where at the same place. The entire industry laughed at them. And now? Give it time, spread the word and use it! Funding and features will come!

    • @photixel_8343
      @photixel_8343 2 года назад +2

      i recently switched to godot because unity keeps having errors after 7 days trying to fix unity i gave up so now im going to swtich to godot FUCK UNITY!

    • @sterpogamer7958
      @sterpogamer7958 2 года назад +3

      Unity will bloat the size of even the simplest of projects. not to mention its performance and stability...

  • @claireodendron
    @claireodendron 2 года назад +14

    The logo looks fine the way it is, although, if there's restrictions on its use due to being copyrighted by someone and that person having prudish requirements, then maybe Godot should provide some additional default picture/icon for people to use in their games, and which is ok to place on things such as the pixelated bikini parts. They could still use the original logo for the engine itself, just provide a different to include in new projects.

  • @JasonLothamer
    @JasonLothamer 2 года назад +7

    It would be interesting to see a poll done along the lines of "If you tried the Godot Engine and decided not to use it - why?" with a list of reasons people could check. But I have a feeling it might be the asset library and being bitten by some "bug" when trying it out. The asset library is full of broken or mislabeled entries. And for the marketplaces, like you said they, either have very little in them or are mostly filled with the asset library stuff. I thought about putting something on the biggest marketplace but the search on it was so bad I was sure no one would see my asset so I ended up just making a video about it and giving it away for free. Anyway, the Godot asset library needs a feedback mechanism so users can figure out what's bad and what's good. It would also be nice to be able to report on an asset library entry that you think is broken. (Many are marked as scripts but should be either a template or a demo.)
    As for the "bug" I just got bitten by a few things this past weekend. I spent a good amount of time during the ludum game jam figuring out the issues and then working around them. I'm not too happy about that as time was so limited. But then, I have to assume that Unity and even Unreal has some issues like this too. It would be nice to see a video about a Godot Engine user trying out Unity or Unreal and see if they're really any different.

  • @SleepDepJoel15
    @SleepDepJoel15 2 года назад +37

    It's odd to me that a toolbox can be seen as having a personality which must be defended. I wonder if the creators or community of Godot would try to shut down/shame an adult game if they found out it had been made in the Godot engine?

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +11

      I don't think they would try to shut adult games down, but i would not expect excited reactions to posting it on reddit or their discords ...

    • @TheSuperKiwy
      @TheSuperKiwy 2 года назад +16

      ​@@PlayWithFurcifer The Discord has a NSFW specific channel I'm pretty sure. Anyway, I'm not sure I would call a bikini for a blur tutorial NSFW...

    • @tanura5830
      @tanura5830 2 года назад +1

      @@PlayWithFurcifer So why is that an issue

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +2

      @@tanura5830 I just answered this guy's question...

    • @drbuni
      @drbuni 2 года назад +3

      I would never support "adult" aka disgusting porn games myself.

  • @daxtermaster6793
    @daxtermaster6793 9 месяцев назад +6

    And now it's the only option

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад +4

      It's not the only one, but it's my favorite one! :D

  • @atomotron
    @atomotron 8 месяцев назад +3

    No console exports: Oh wow, so we'll finally be able to create "PC exclusives" like Sony does!

  • @desidev69
    @desidev69 9 месяцев назад +6

    Rip UNITY

  • @Unavailable8923
    @Unavailable8923 2 года назад +9

    I disagree that lack of tutorials is an issue anymore. Within the past few months there has been a real turning point due not only to the channels you mentioned, but many lesser known ones as well.

  • @95mcqueen5
    @95mcqueen5 2 года назад +18

    For me a good engine must:
    - Export to mobile and PC (I don't care about consoles)
    - Have a decent amount of tutorials
    - Run smoothly and have a built in editor (instead of tons of Gb to install and the heaviest text editor on the planet)
    - Have a blue friendly face as the logo

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +4

      In this case godot seems perfect for you, and that is amazing! :)

    • @addmix
      @addmix 2 года назад

      It still just astonishes me that big engines like Unity dont even have rudimentary text editors for code. While I'm sure most professionals prefer their text editor of choice, and the plugins therein, it makes no sense for there not to be a basic lightweight text editor for even looking at code.

    • @alixey59
      @alixey59 2 года назад

      Use VS Code or Rider. That huge moster aka Visual Studio is not a mandatory.

  • @steambub
    @steambub 2 года назад +3

    I'll just add, to the regards to NSFW games, that Godot's licensing doesn't disallow the creation of NSFW games. Other game engines can disallow NSFW content like GameMaker's licensing.

  • @malahamavet
    @malahamavet 2 года назад +6

    i actualy like the godot logo and think that underestimating it for looking childish is kinda childish. I mean, all Nintendo games are super childish but adults enjoy them. If you dismiss the godot logo because your game should be edgy and "mature", it's like going back to the time people thought videogames themselves are for children. Oh no! my game is SO mature that this logo is beneath me. I want an Arial font logo instead.
    it's like animation, some people still see animation as a children thing and dismiss incredible, mature and even dark stories just because they're animated. Godot's logo is unique and stands out, even if you only see a black silouete you can still recognize it, while other logos fit into pre made shapes like circles or rectangles...
    so, a truly mature game dev would make their mature game without feeling insecure about the engine logo.
    If they want to feel like a corporation then they should use paid engines and software like corporations do. Godot is open source and free, it's independent for independent creators, and independent stuff is usually more original because they are not chained by corporate and market mentalities, which can be sterile at best and toxic at worst.
    SO yeah! the logo is original and that's good designing. If I make an action game some day I don't have any problem what so ever in showing the logo.
    At the end of the day, this discussion is pointless because that's just an engine, not the game's logo. AND, to a 60 year old, all games are for children anyway, so I think the logo should stay. Easy recognition is the number 1 virtue of a logo, followed by simplicity. Godot has both, so yeah.
    ps: and if people make childish games that's because is more accessible for all people. Unity has a more mature logo but the app store is full of low quality unity games, so that's not an excuse

  • @AdimasDuvitra
    @AdimasDuvitra 2 года назад +24

    Love you two guys for being honest. And I love Godot too. Next content idea: what would YOU guys like to see to change in Godot if you were the maker of the game engine to cover/fix those weakness previously mentioned? Again, another subjective content :D

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +3

      We will consider it.
      But man, critical videos are stressfull :D

    • @lorgarmor5886
      @lorgarmor5886 2 года назад +12

      @@PlayWithFurcifer Constructive criticism is the essence of improvement!

  • @fiddleriddlediddlediddle
    @fiddleriddlediddlediddle 2 года назад +2

    My issue with the logo is I don't like their choice of blue. If they wanna keep blue it needs to be much darker.

  • @NekotoArts
    @NekotoArts 2 года назад +29

    I'm not even gonna lie, that Godette bikini fanart was *one* of the reasons I clicked on the pixelation video. (The other being that I like shaders)
    I'm a little sad to see that they are very rigid with the logo design right now, but at least we can use our own logos freely I guess. You also made a good point about the Godot subreddit; is it even a work related space?
    Finally, I'm surprised you didn't talk about the 3D feature shortage in Godot 3. Some people say its 3D features are sufficient, I don't agree personally (despite being primarily 3D dev) but whatever. Maybe I can use that as a future video idea hehe.
    Loved to see a different video! I think it's important to talk about the things godot devs don't like about the engine too!

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +4

      Glad you liked the video!
      We aren't actively using the 3D part of godot right now, so we simply missed that point.
      That is great to hear, as expected, not everyone is happy to see us criticising godot...

    • @addmix
      @addmix 2 года назад

      I feel like if you make a game using godot engine, you've gotta make a stylized godot logo for your game. Imagine in 10 years, maybe if godot is dead or whatever, people look back and find all these indie games that all said to use the same little known engine, but every single one uses a custom stylized logo that matches the games artstyle.

    • @Megalomaniakaal
      @Megalomaniakaal 2 года назад

      The logo is a trademark, and if you don't actively protect your trademark you can develop some real problems, to the point you could lose your trademark.

  • @snaker90
    @snaker90 6 месяцев назад +3

    I spent several months completing all the official Unity courses. However, after trying Godot for just a few days, I fell in love with Godot.😘 When making important decisions, I don't recommend that you rely entirely on others' advice to save time.🙁 Because without practical experience, you can't discern that some advice is actually very one-sided.🤔 That might make you miss out on something great.😓 It's worth spending some time to do your own research.😁

  • @KelvinShadewing
    @KelvinShadewing 2 года назад +17

    On that second point, I'm perfectly fine with giving money to someone who makes good assets. The issue is not willingness to pay. The issue is that if you want your game to remain open source, paid assets become a liability. One restriction to such assets is you may not distribute them in their original format, which is necessary for an open source game to remain fully editable. It's just not a legal risk most open source developers are willing to take.

    • @jondro6284
      @jondro6284 2 года назад +1

      Open source games are pretty niche honestly

    • @ezekieloruven
      @ezekieloruven Год назад +1

      This may not be as bad as you think. It is possible to open source the software of a game while keeping the art assets themselves proprietary. You may not want to do that, but it is legally permissible. The art asset is usually just a set of models, textures, and riggings anyway, and the game logic performs all the manipulation in game and display work.
      Actually, I'm pretty certain you only have to keep the art asset in a format that can be opened by the engine, nothing else. An end user can replace any art assets they do not like with an open source engine. This is literally what Doom did for years, with the Id Tech engines being GPL and the art assets never were released. If this conflicts with someone else's definition of "open source," I would have to know more about that first.

  • @Goldenfightinglink
    @Goldenfightinglink 2 года назад +41

    I learned "programming" through Godot, the documentation (which is partly community ran) is super simple and provides everything you need to actually make something.
    I started on 3d stuff recently and had to learn blender. It was an absolute nightmare. It's extremely unintuitive, every other setting gets changed by a click or shift click or Ctrl click. Saving grace is a yt series that goes quickly into depth of certain actions, made within the last year or so. I would've dropped it if I didn't have that.
    Godot is also the youngest of all those game engines. So maybe it has merit if that's it's 'peers' and it's already getting praise for being intuitive.
    Them being prudes is pretty weird and I hope they don't turn out to be incels

  • @psuw
    @psuw 2 года назад +34

    Tbf. While Godot has a lot of issues I dont think these are the "strongest" ones.
    The biggest downside for godot is probably the lack of tutorials and demo games to learn from.
    1. You cant publish to console as indie dev with either engines either. (At least not without third parties or you really need to put in some serious work)
    2. As you already said many assets are engine indipendent so you find enough assets if you put effort in that exceeds browsning the godot asset lib.
    3. Only really applies for big scaled games or big teams. And for big teams ue4 will be the choice for the next few years. For small devs and smaller games the engines performance is enough and you wont hit the ceiling of its options.
    4. You dont have to include the logo anywhere so you can create commercial games without ever showing the logo.
    5. Absolutely true. You will have a hard time getting into complex sections of godot without any knowledge. If ur experienced you can use other engine tutorials but its still a pain to translate.

    • @addmix
      @addmix 2 года назад +3

      I find it peculiar, any time a company updates its logo, simplifies it, makes it more corporate, everyone almost universally complain, but when it comes to a decision on whether or not to change the logo to something more corporate, everyone thinks it's a good idea.

    • @zitronekoma30
      @zitronekoma30 2 года назад

      Godot feels like the programmers game engine if what you want is UI

    • @Gwizz1027
      @Gwizz1027 Год назад +1

      @@addmix I could care less about a stupid logo, is the product behind it good? if so, theres no problem.

  • @Thomahawk1234
    @Thomahawk1234 2 года назад +12

    So I'm making an adult game in Godot. Like, a very adult game.. Are you saying I can't post anything explicit on the Godot subreddit, even with a NSFW tag? I'm doing some cool stuff in my game (in my opinion off course) that's probably interesting for some users, so posting about it might add some value to the subreddit right?

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +7

      I honestly don't know. Our post it still up, so i think its fine.
      You should give it a try!

    • @Thomahawk1234
      @Thomahawk1234 2 года назад +4

      @@PlayWithFurcifer I will! As soon as I get the game in a more presentable state 👍

    • @zucchini3D
      @zucchini3D 2 года назад +1

      Looking forward to it 😎👍

  • @mdo
    @mdo 2 года назад +44

    After spending years with Unity i made the switch to Godot because Godot is easy. You have everything in one editor and it's all laid out nicely and clean.
    I agree with most of the points (except the logo) but for my use case as a 2D indie wannabe it is superior to Unity in almost every way. GDScript is poetry compared to C# (and this is coming from a senior .NET developer who uses C# daily) and while there aren't much advanced tutorials, by the time you get there you'll have learned how to use the docs to implement things yourself.

    • @ZairotOne
      @ZairotOne 2 года назад +4

      Yes, I actually find Godot easier to use than Unity, but still just as powerful. Not only that, Godot's developers give you exactly what you need, and then stay out your way. The Unity foundation however, is using Unity to exploit indie devs at every step, which I find distateful.

  • @devon674
    @devon674 6 месяцев назад +1

    #5 has improved a lot in the year since this video came out. cheers! thanks for being a part of that!

  • @warriorsrepublic1093
    @warriorsrepublic1093 2 года назад +4

    I find very interesting that the same channel that inspired me to download Godot is also telling me why not to use it. Good video as always. I´m in love with your content. 🤩

  • @johnwilliams7999
    @johnwilliams7999 Год назад +5

    I just started with the first 2d game example in the docs yesterday and it was quite refreshing on how straight forward godot is. I followed a book with unity and that was hard going. I've also tried bevy with rust which seems to be quite tough. So my first impression of godot are quite positive. I did like godette she is lovely.
    With the logo Go has a similar mascot

  • @thomasmaier7053
    @thomasmaier7053 2 года назад +25

    Yay for sex positive Godot content! Rad Bikini you designed, that should be in the Godot merch store.

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад +9

      That would be AMAZING!

    • @rungeon83
      @rungeon83 2 года назад +4

      I'd wear it... if I had bewbs

    • @NekotoArts
      @NekotoArts 2 года назад +1

      @@rungeon83 Well... If you know where to look...

    • @dragonwarriorz1
      @dragonwarriorz1 2 года назад +1

      "sex positive" lol I'm all for sexy stuff but I hate this term. Too politicized.

  • @yemo34
    @yemo34 9 месяцев назад +7

    Oof! Aged like milk after today.
    But nobody could have predicted Unitys big oopsie.

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад

      Have you even watched the video at all?
      We like Godot, and we make our 3rd commercial game with it.
      Be obnoxious to someone who is not on your side at least lol

    • @yemo34
      @yemo34 9 месяцев назад +3

      @@PlayWithFurcifer calm down. Jeez, it's a joke.

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад +2

      @@yemo34 Easy to say afterwards, coward.
      Don't be offended, i'm just just kidding. Coward.

    • @amanofculture9885
      @amanofculture9885 9 месяцев назад +2

      @@PlayWithFurcifer sometimes the best response is shutting the f up instead of attacking and antagonizing people over nothing, most people here are talking about the unity situation and how this video isn't relevant after that,but they are not crapping on you specificly so why are you responding like you're being attacked on a personal level and creating problems out of nothing?

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад

      @@amanofculture9885 I tell rude comments when they are wrong. Oh no.

  • @w00tyd00d
    @w00tyd00d 2 года назад +6

    If wanton violence is okay in games, then booba is okay in games. No ifs or ands, but certainly butts.

  • @johnrussell6971
    @johnrussell6971 2 года назад +7

    2:09 - I think I heard somewhere that the Godot developers are planning to add an actual asset store in the future. I think it was even in the interview that was done during the second GoGodotJam they this was addressed. I might update this comment sometime in the future after looking through the playlist.
    About the logo, I never got "childish" from it, just that it looks slightly cartoonish. But this is coming from a guy that was trying to learn the engine quickly, so the seemingly childish look of a logo isn't really an issue with me. Also, is there any evidence that having a logo that looks "friendly" even prejudices people against it? I haven't heard of that before.

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад

      That would be great!
      Based on the comments we get on this video: People seem to love or hate that robot face, there were multiple people who said it made a very bad impression.

  • @b-mo2222
    @b-mo2222 2 года назад +6

    How is the logo a problem for the users?

  • @alexanderbuchler4048
    @alexanderbuchler4048 9 месяцев назад +2

    Reasons to use Godot:
    1. You used Unity until now
    2. 💀

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад

      We actually have a video with 10 more reasons to use Godot! :D

  • @TheVoiceOfChaos
    @TheVoiceOfChaos 2 года назад +1

    my only issue with the godot logo is that it looks way too similar to discord
    i keep making the mistake of trying to open godot but opening discord instead and vice versa.

  • @jonpwoodward
    @jonpwoodward 2 года назад +3

    That salmon you talk into sounds better than any other salmon-based audio input device I've ever heard

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад

      We talked to a lot of salmon to find this one.

    • @sslaxx
      @sslaxx 2 года назад

      Eh. I'd rather eat salmon than talk to salmon.

  • @Indiedude
    @Indiedude 2 года назад +5

    I tried use godot to develop mobile game, I love the node system in godot. It's understandable. However the downside for godot is the situation that fewer official support for mobile game. There is no official Ads network integrated in godot for mobile. The output file size exported from godot is also out of my expectation.

    • @nowayjosedaniel
      @nowayjosedaniel Год назад

      No official unethical ad integration to help mobileshit devs continue to ruin the mobile market?
      Godot just keeps on winning!

  • @pepethegood
    @pepethegood 5 месяцев назад +1

    I mean the engine is open source, you are free to make any modification to godot source if you want certain feature

  • @dionelcarreno1832
    @dionelcarreno1832 8 месяцев назад +1

    As a graphic designer I understand the criticisms of the Godot logo, and I share them. But if I have learned anything from my field, it is that just because a logo "looks better" does not mean that it "works better." Company logos have the main objective of selling, and in the case of Unreal and Unity, they have to sell themselves as professional tools to generate greater income; Godot does not depend on sales, so it does not matter how the external public sees it, since the project lives off of the community that is already using it. The current logo fulfills its purpose of identifying the Engine, changing it to something more generic would be counterproductive.

  • @skaruts
    @skaruts 2 года назад +13

    When it comes to 3D, personally I don't care at all for top-notch graphical fidelity. All I want is 90s level of fidelity. But then, I can't ever tame shadows to look decent without lightmaps (in GLES2), and the engine crashes doing too many lightmaps, and that process is also slow af and can eat up a lot of memory (which I don't have much of).
    Trying to tackle car games, I can't get the physics engine to not behave weirdly with rigidbody wheels, unless they have spheres for colliders. And then the engine crashes my graphics driver on occasion too...
    And then there's random functions that I need (like CanvasItem.multiline(), iirc) which aren't working as they should, because the engine development keeps pushing forward as if they're trying to catch up with Unity, while leaving all sorts of holes behind that can be roadblocks on a project.
    I'm not hyped for Godot 4, tbh, because I'm sitting on very old hardware and I don't intend to upgrade much. As it is I'm already stuck with GLES2.

  • @busymono611
    @busymono611 2 года назад +3

    the godot logo is the cutest thing the industry has ever witnessed. my heart will break if it turns into anything but a wide smiling cute blue robot!

  • @hipnosreturn2
    @hipnosreturn2 Год назад

    Apart from the brand motif (and logo) and the graphic quality motif in 3D (since my focus is not on the ultra-realistic, but on developing something more cartoonish), the other points made me reflect. Thank you very much, I already liked the video.

  • @MaxIzrin
    @MaxIzrin 9 месяцев назад +4

    You should rename this video to "Why You Should Not Use Godot: 2 Reasons".
    The size of the community, and the visual fidelity are the only legitimate points you made.
    Don't like the icon? Change it, and publish it under a new name, done.
    Not having assets, tutorials, etc... is small community size, that's 1 thing, but also a catch 22, be the change you want to be.

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад +1

      Please understand that this is subjective, and the world does not revolve around you.

    • @serghonest9
      @serghonest9 9 месяцев назад +2

      @@PlayWithFurcifer He's making valid points. Also the "small" community thing can change any time, as we are seeing with this Unity drama.

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад

      @@serghonest9 Not at all. Of course we don't rename the video because someone requests it lol
      Of course the community size can change, but the video can't, it has info from the time we uploaded it .........

  • @teskosrs934
    @teskosrs934 9 месяцев назад +6

    Who else is here after unity fumble

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад +2

      We saw quite the increase in traffic! Unity refugees are welcome :)

  • @user-xsn5ozskwg
    @user-xsn5ozskwg 9 месяцев назад +8

    You guys hit on lots of key reasons why I've never really pushed for Godot (the logo is a surprisingly strong one). But with the Unity nonsense it's clear it's time to jump ship, and I'm glad that it seems the consensus is most of the drawbacks aren't that concerning, especially for my own scale and projects.

  • @Speykious
    @Speykious Год назад +2

    I disagree with the first part of the 4th reason.
    The logo being found "ugly" is not a valid reason not to use the engine.
    It's valid to point this out as to explain why people are not using it, but not to give advice on whether you should use it.

    • @Gwizz1027
      @Gwizz1027 Год назад

      It honestly invalidated the entire video at that point for me, like, seriously? I actually agree with part of that point for Unity on a slightly different tone though. Unity's branding is linked, unintentionally sure but still linked, to bad games. So players playing a game may see a Unity splash screen and instantly get a bad taste in there mouth from other games. Which could be the case for Godot except, its free and changing the splash screen is as easy as dragging and dropping a new image, you could completely remove the logo from your game if you so wish

  • @ThorSam
    @ThorSam Год назад +1

    I changed from Unity to Godot since 2020. The main reason is server communication. I use Node.Js for my game server. So there is no built-in support for web socket in Unity. And it is difficult to handle JSON in C#. Godot has built-in support for web socket and easy to handle JSON. And the other thing that I like Godot is code editor. It is built into the game engine. In Unity, code editor is separate software. So sometimes they don't link each other.

  • @inubass
    @inubass 2 года назад +4

    On the nontroversy:
    FOSS user since the last century. The utility is more important than any little joke the creators do to amuse themselves. Trying to appeal for "professionalism" and getting miffed over non issues on a site named "RUclips", "Reddit" (which has a pretty cute and child-friendly mascot) , in a world where one of the most beneficial tools in the development business is named "GIT", shows more than passing immaturity. A tool is a tool is a tool, and if the logo is a fat penguin or a cute robot is irrelevant. Specially when we are getting it for free, and it being FREE.
    You guys keep up the good work.
    On everything else: Godot doesn't have to compete with any of the other engines. If it fits your scope and wallet, use it. If not, not. In my case it fits my preference of coding language, the type of environments I'm used to work and keeps me learning new things and tricks.

    • @TheSuperKiwy
      @TheSuperKiwy 2 года назад +1

      Never heard of the meaning of git before this comment... Guess I've got a new funny anecdote thanks to you x)

    • @Lachrymogenic
      @Lachrymogenic 2 года назад +1

      people be like: "Godot looks too childish :(" on reddit, not realising reddit logo is an alien with a smiley face.
      I wonder if they want to completely change the reddit logo and remove the smiley face on the reddit logo aswell, hmm?

  • @honeyboy_dev
    @honeyboy_dev 2 года назад +7

    si no usamos godot, ¿Cómo hacemos un motor popular?, ¿Dónde abra tutoriales?, actualmente es muy fácil de usar, y tiene su perfecta documentación, así que no creo que tenga un problema muy grande de aprendizaje , lo recomiendo de todo corazón :3

  • @molotov3782
    @molotov3782 2 года назад

    can you make a video about light void in godot shaders?
    i couldnot find any video about that

  • @theoceanman8687
    @theoceanman8687 2 года назад +1

    I first started with Godot, but was off put by the limitations which led me to Unity. Regardless of that, I will jump back into Godot after completing a tiny game by the end of the month.

    • @nowayjosedaniel
      @nowayjosedaniel Год назад +1

      Unity has significantly more limitations than Godot....

  • @pedroalbertodominguez3659
    @pedroalbertodominguez3659 2 года назад +6

    Cuando nació blender muchos no creian en el , hoy muchos dependen de el.Creo que godot merece la oportunidad de seguir .

  • @rainsong77
    @rainsong77 2 года назад +14

    The big thing for me is the non-existence of 2d lighting/shadows. You have to manually draw an occluder around your sprite (which you naturally then have to animate as well), and then godot simply projects an infinite cone behind that shape. There's no range, no falloff, no color, no blur. Nothing. It's light years behind unity in that regard. I've been using godot for 2 years now and there's so many small things that creep up the longer you use it, that aren't apparent when you're starting out. It's probably why the user base is so young and so fanatical - they've never made anything beyond tiny game-jam projects and pixel art throwaways, so they never come across any major issues. That is, assuming they're even making games, and not just hanging around talking about doing so.

  • @SimonPlays93
    @SimonPlays93 2 года назад +2

    4:22 That drawing of Godot it's kinda like Sanic. It's the best one.

  • @Elrinth
    @Elrinth 2 года назад +1

    Would it be more reasonable to use SDL if you wanna code something for Nintendo Switch instead of Godot?

    • @SmeddyTooBestChannel
      @SmeddyTooBestChannel 2 года назад +2

      I think you underestimate the challenge of jumping from something like Godot to SDL. Sure, Godot still has a good layer of lower level features and it may not be as welcoming to newbies like Game Maker or Construct, but there's still a good amount of stuff it handles for you for the sake of making your game less of a pain. Moving to SDL, well... it's a library. It's in the name. You need your own compiler, you need to basically plot everything out through code and/or build your own tools to do so (which involves more knowledge on how to make code that can generate that kind of data!), you can't just plop stuff down like in something like Godot and just have it work, etc. etc.
      To really give you a reference on how much of of an "ask" that is, unless you expend the effort to make your own level development tool to do so, using Godot 3's tilemap is more user intuitive than having to say, type out by hand an array of where tiles should go like you would just using a library on its own.

    • @Elrinth
      @Elrinth 2 года назад

      @@SmeddyTooBestChannel I'm well aware of the difference between godot and sdl... godot uses glfw... so a fairer difference would be to compare sdl to glfw. or godot to unity.
      Assuming i wrote my own game from scratch with sdl. i made the same game in godot. Porting it over to nintendo switch might be easier with SDL as you're already building it via visual studio or whatever. Rather than porting the godot itself to spit out a switch executable as you usually dont ever touch the source code of godot when you work on a game in godot. i know for example there is ways to run sdl projects on switch via homebrew right from it's libraries.
      there is also a godot project similar, but it's not maintained.

  • @Theraot
    @Theraot 2 года назад +3

    That was not the first time the community came forth with logo suggestions, you can dig plenty of them from the Reddit. In fact, Godot encourages that you make your own interpretation of the logo. My guess for why it is not up for discussion is that it is largely based on personal opinions and would distract too much from the development.
    Thinking about it, Godot could take a page from CGP Grey's play book and make a referendum. Oh, but, we could end up with something even less professional.
    Let it be, Godot shall gain momentum on merit not image.

    • @sslaxx
      @sslaxx 2 года назад

      Do you remember that Pacman "logo" Game Maker had for a while...?

  • @sarrakitty
    @sarrakitty 2 года назад +3

    I think that it's a good thing for you to make a video like this. Godot is an engine I really like, but fanboying over whatever engine you like is something I find annoying. (Godot users are by no means the only ones who do this). Weighing it's pros and cons is actually helpful. I started toying around with it making simple 2d platformer prototypes and have an idea in my head of a platformer, metroidvania I'd love to make some day. Recently I earned a lot about Blender and got involved with a team making trying to make an online multiplayer game. In this case we have been using Unreal Engine. If I ever did get back to my older game concepts that I put on the back burner I'd definitely go with Godot though because personally I think UE is extremely overkill for what I was trying to make in that case.

  • @melloy_lucy
    @melloy_lucy 2 года назад

    Okay, where did you get that Godot pin from? I need to know!

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад

      Haha, I'm happy you noticed it! It's actually not a pin, I just painted the logo on a piece of paper (with glitter watercolors!) and stuck that to my blazer's button with patafix. :D I'd love to have more Godot fashion though...

    • @melloy_lucy
      @melloy_lucy 2 года назад

      @@PlayWithFurcifer Damnit, it looks so good though! xD

  • @Ferret440
    @Ferret440 2 года назад +1

    I wish the type annotations were strict. As GDScript 2.0 in Godot 4 has discovered, having type annotations leads to massive performance boosts, which can really help with the "not performant enough" worry some people have.

  • @c64cosmin
    @c64cosmin 2 года назад +13

    Happy to disagree ^^ While there isn't official support for consoles nothing stops somebody to just build the engine for a console and export as such. Indeed that might take some work and some setting up with the companies and licensing. The 3D performance is really good, but one needs to do more for the logic standpoint to get good performance, that is mainly because Unity and Unreal do a lot the developer which gets me to the last point, the files that Godot produce are incredily smaller than Unity for example. I dislike the fact that Unity is such a huge monolith.
    So yes, while I disagree with some of the points you presented, overall I'd say this is a very good critique of the engine, and it feels similar to comparing operating systems Windows vs Linux.
    Choose what you find fun and what helps you get your game done!

    • @addmix
      @addmix 2 года назад +1

      Theres a sonic game being made in godot for switch, so it does exist and is possible, just not publically available.

  • @ivailoburov1295
    @ivailoburov1295 2 года назад +4

    Unreal is huge. Unity - slow editor starting (several minutes on HDD). With each crash you have to wait for extra minutes. They delayed 8-9 years the ability to scale the interface and fonts, so I couldn't stand them. On top of that, they said that did not envisage such functionality. Disadvantage for me in Godot is the complicated work with C ++ - you have to do a lot of things outside of C ++ for this purpose, but the pros outweigh the cons, so I won't argue with you.

    • @user-jr2vc9ee5l
      @user-jr2vc9ee5l 2 года назад

      Get a new SSD and dirt your hand with unity, u'll see the power.
      Unity 3D is the industry standart.

    • @ivailoburov1295
      @ivailoburov1295 2 года назад

      @@user-jr2vc9ee5l I already have an SSD, but I'm used to working with Godot.

  • @Rex-sy8ye
    @Rex-sy8ye 2 года назад +19

    I prefer godots less serious brand image- Im tired of seeing circle/square logos that have no meaning.
    Also Hi me on the tweets about godot icon ideas!
    Im personally interested in working on a 3D game, performance being less than AAA is what Im used to after coming from a game modding scene for over 5 years... that game also having sub-optimal performance.

    • @Chevifier
      @Chevifier 2 года назад +1

      They all have meaning Unreals logo shows details implying its a powerfull engine and Unity shows a cube that also looks like a representation of a 3D coordinate system.

  • @cale4394
    @cale4394 2 года назад

    I heard an argument some time ago that Godot's node based system isn't the best for long term, wide scale (as in with a lot of people working together) projects. Is this true?

    • @_JPkun
      @_JPkun 2 года назад +1

      It was designed SPECIFICALLY to be used for manageable large scale projects with many people working.
      They may be talking about shared data between nodes, which is in fact a nightmare to solve, since all the data need for a scene should be contained in that scene, OR you could work around it with globals.

  • @AbstractObserver
    @AbstractObserver 9 месяцев назад +4

    Problem 1 and problem 2 - only a problem for professionals
    problem 3 - not a problem
    Problem 4 - not a problem
    Problem 5 - meh I guess?

    • @PlayWithFurcifer
      @PlayWithFurcifer  9 месяцев назад

      It's great when these arnt't problems for you :)
      We are very happy with it as well.

  • @maksymmomot
    @maksymmomot 2 года назад +6

    I actually like that GDscript is similar to Python. I tried to learn C++ for UE4, but its so crazy language :) GDscript is much easier.
    Also, I like that its free and open source.

  • @Shenron666
    @Shenron666 Год назад +2

    Godot is where Unity where a few years ago, free and few support from community
    The more developers use it, the more assets and better support will come naturally
    and if Godot stays open-source, it will be better

  • @Urakaroo
    @Urakaroo 2 года назад +1

    My biggest issue is the way they handle nulls. If the object was never assigned, "if objectToTest == null" is fine, but if you expect the object to be deleted/freed, you instead have to remember to use "if is_instance_valid(objectToTest)" which is really unfriendly to people coming from, say, C#.

  • @simonebozzardi1301
    @simonebozzardi1301 Год назад +10

    Even if I love the open source nature of Godot's ecosystem, potentially paid assets are a necessity IMO.
    Just look at Blender, a lot of cool stuff and addons are completely free and you can live without the paid ones.
    But it's beneficial for the project to have monetization possibilities, as they'd attract content creators.

    • @betalars
      @betalars Год назад +1

      yeah, but like blender is even stricter, than godot.
      Making paid add-ons is pretty much a grey area with blender, since it uses a "contageous" open Source License. Everything, that uses blenders code directly has to be open source as well.
      Godot allows you to develop proprietary add-ons, it just won't put it in the built-in asset store.

    • @nowayjosedaniel
      @nowayjosedaniel Год назад

      Literally NOT a necessity. In fact a benefit in as many ways as negative, if they dont ever have any.

    • @nowayjosedaniel
      @nowayjosedaniel Год назад

      @@betalars It isnt a grey area at all. You should do more research into GPL. Nothing stops you from charging for (selling) GPL software. And no, there is no argument to be made here. "But they could just download my game for free!" is not an argument bc they can already do that effortlessly for closed source proprietary software: It's called piracy. Piracy does not stop people from paying developers for their games.

    • @betalars
      @betalars Год назад

      @@nowayjosedaniel yes, but with contageous FOSS licenses, you have to make the source available for free. You can still sell it as a product. But you need to make the source code available (at least upon request).
      So while you can ask for money for your product, you also have to provide the source code when asked for it - for free iirc.

  • @PlayWithFurcifer
    @PlayWithFurcifer  2 года назад +112

    What do you like or dislike about Godot?

    • @maniksharma9736
      @maniksharma9736 2 года назад +16

      Like the size but lack 3d features...

    • @Zekium
      @Zekium 2 года назад +9

      I find the 3D model import part way less intuitive then the Unity one.

    • @pyrofromtf2944
      @pyrofromtf2944 2 года назад +14

      The workflow when importing models with animations from blender to godot it's very tideous.
      Also I hate the logo because it makes godot look like one of those game engines for kids and it looks kinda childish overall. Also, it's a bit inconvenient when doing games for a more mature audience if you don't change the splash screen because sometimes, it takes away the seriousness

    • @misterprickly
      @misterprickly 2 года назад +9

      It's so expensive!

    • @murph5047
      @murph5047 2 года назад +33

      I dislike how some people in the community are so obsessed with Godot being a small engine, that they fight against any new features, like terrain sculpting for 3D games.

  • @Micahtmusic
    @Micahtmusic Год назад

    do y’all stream?

  • @bes12000
    @bes12000 Год назад

    I like that it's easy to use, and I thought they made an easy exporting tool to get it to work with other platforms. Im currently on a quest to test photoscanned assets in the engine.

  • @martinakula8421
    @martinakula8421 2 года назад +4

    I like Godot. It's open-source. I'm not obsessed with all the technical details such as MSXAA and the like. Maybe some O(n) stuff. Otherwise, it's an awesome engine. Maybe people should focus on making a fun game rather than all that graphics hullaballoo.

  • @jon5155
    @jon5155 7 месяцев назад +4

    This is nothing but a comment bait video. Such absolutely trivial reasons.

  • @math4cats498
    @math4cats498 5 месяцев назад +2

    Now I have more reasons to USE Godot. Thank you. LOGO !!!

  • @hasannahleh8358
    @hasannahleh8358 2 года назад +1

    Just discovered this channel. You guys are amazing! Can't wait to watch your other videos.

  • @maniksharma9736
    @maniksharma9736 2 года назад +5

    I can't find a single reason to not make 2d games in Godot...

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад

      We couldn't find a single reason either...

    • @maniksharma9736
      @maniksharma9736 2 года назад +4

      @@PlayWithFurcifer can you do a tutorial on how to do a tutorial???😅
      It will definately help there small creators and then the community...

    • @ghaydn
      @ghaydn 2 года назад

      @@maniksharma9736 wow, that's recursive.

    • @ultimaxkom8728
      @ultimaxkom8728 2 года назад

      @@maniksharma9736 Don't forget the tutorial to make a tutorial to make a tutorial.

  • @JonathanSteadman2003
    @JonathanSteadman2003 2 года назад +4

    I love Godot game engine. :)

  • @quinndepatten4442
    @quinndepatten4442 2 года назад

    one thing i will say about godots lack of tutorial videos, is that you can "translate" some coding stuff from unity tutorials to godot tutorials.
    Like ive managed to try the stuff from freya holmers shader tutorial and the code monkey tactical rpg.

  • @raenfox
    @raenfox 8 месяцев назад +1

    I actually enjoy Godot the way it is. I started Gamedesign with Unity, but I never really got into it. Unity is a great engine (although its future seems questionable at the moment), but somehow it always felt kind of overwhelming. Part of the reason is that I had to learn C#, which is a daunting language for me. Godot Script, on the other hand, is easy and approachable. So, even though I have to do more coding in Godot than I'd have to do in Unity, Godot feels more approachable. Unreal Engine instead... I tried that. But it's even worse. Yes, it can do incredibly beautiful things, but when I'm trying to use it, it feels like I'm trying to pilot a helicopter to do my grocery shopping. Way too much for my level. Also, if C# is daunting, C++ is terrifying.
    Speaking of communities by the way, with what's been going on with Unity recently, the Godot community might be getting some influx.

  • @Antumarin
    @Antumarin 4 месяца назад +3

    So one of the reasons why I shouldn't use Godot is because you don't like the logo and because the devs didn't like how you sexualized their April Fools character? Really?

  • @squfucs
    @squfucs Год назад +3

    im going to make nsfw content in godot and nobody will stop me

    • @PlayWithFurcifer
      @PlayWithFurcifer  Год назад +1

      I wish you the best of luck!
      However, independent of the engine, expect A LOT of prude and/or religous people calling you very mean things.

    • @squfucs
      @squfucs Год назад

      @@PlayWithFurcifer such is life I suppose, thanks for all the Godot videos too BTW :)

    • @MrSkeleton14
      @MrSkeleton14 10 месяцев назад +1

      W h a t

  • @CodeWithTom
    @CodeWithTom 2 года назад

    That fish mic :D Great video. I'm sticking by my pronunciation of GO-DOT, hahaha.

  • @LambdaDelta34110
    @LambdaDelta34110 2 года назад

    Sincerly the logo is the main reason why I even payed attention to the engine...

  • @tedtheblue
    @tedtheblue 8 месяцев назад +3

    aged like a fine corpse

    • @PlayWithFurcifer
      @PlayWithFurcifer  8 месяцев назад

      You have not watched the video. Why would you comment without watching the video?

  • @ghaydn
    @ghaydn 2 года назад +8

    I love these fish-mic videos. They're full of kinda "godot-style".

  • @HE360
    @HE360 2 года назад +2

    There are a lot of tutorials for Godot; including many I have made myself. But,: RUclips"s algorithm messes up search results sometimes.

    • @PlayWithFurcifer
      @PlayWithFurcifer  2 года назад

      There is a lot, but we need a LOT more!
      And we will get there, thanks for your help :)

  • @anyapeanutlover
    @anyapeanutlover 2 года назад +1

    For the pixelated Godette image, I really love your artwork! Do you have an art page so I can follow? ❤

  • @danielphil4976
    @danielphil4976 2 года назад +9

    The Godot logo made me pick Godot, coming from unity.. the Godot engine logo made me feel like it's easier over there.. and heck yeah it was.
    I hope it never changes.

    • @addmix
      @addmix 2 года назад

      One thing I feel gets overlooked, just because it looks easy, and is easy, doesnt mean it isnt sufficient or is just for beginners. GDscript is an artform. All godot needs now is wider adoption.

  • @slavsterbater
    @slavsterbater Год назад +4

    The logo is a reason not to use an engine? Are you serious?

    • @PlayWithFurcifer
      @PlayWithFurcifer  Год назад +3

      This is not what we said, so ... i guess im not serious?

  • @checkmoth6402
    @checkmoth6402 Год назад +1

    I was happy to find out, that I dont really mind any of these points too much. Porting to console? I dont really plan to anytime soon and even then there are aparently workarounds. Big asset store? It would be nice, but Im not really into buying pre-made assets. Worse 3d? Godots 3d is good as long as you dont want to make hyper-realistic games, if I did, I would use Unreal in the first place. Branding? To be honest I do feel that Godot is a little underrated (and the logo does seem a little ugly before you get used to it), but I dont mind that its trying to stand out from the crowd. The lack of tutorials could be the bigest isue for new people who want to get into Godot, but the first steps tutorials we have rn are actually really good. Once you get to the point where you want to figure out something specific, you should be able to suceed by searching on Google, finding the thing that is the most similiar to what you want to acomplish and then changing it so that it fits your needs. It certainly takes more work, but I always learn something new so its definitely worth it!