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Re:W4 Games raises $8.5M to support Godot Engine growth by brundolf on Tuesday September 13, 2022 @03:14PM (#32828962)
I've started using Godot (4.0-alpha) for some hobby game dev recently. In the past I've done a fair amount with Unity and touched Unreal once or twice. Thoughts so far:

Godot is far from perfect. It's definitely more sparse than the others in terms of features. I've encountered some bugs (nothing show-stopping, and it's tough to say how much of that is just from using the alpha version, but it has impacted my flow). There are unfortunate quirks; for example, saving scripts always saves the whole scene, and saving large scenes can pause the editor for multiple seconds, which is a particularly annoying combination. The programming model is heavily OOP. The custom scripting language, GDScript, is a blessing and a curse; its tight integration with the engine comes at the cost of subpar tooling (and of course, just learning a new language with new quirks).

But.

Godot has the distinct feeling of being cohesive. It feels like it was designed by one person, who knows what it takes to make games, and set out with a holistic vision. Everything you might need to do has an answer, or at least a story. You don't get confusing mixed signals from different parts of the interface or from the docs; there's one, intentionally-designed way to do each thing. GDScript has its quirks, but it also has very elegant built-ins for doing engine-specific stuff that would be super clunky in a general-purpose language. Using Godot almost has the feeling of using (good) Apple software; somebody anticipated your needs, and made sure they'd be met. Maybe not in the exact way you would have picked, but in a way that will work, and will fit in with everything else.

That, combined with it being fully open-source, makes it feel like it has good bones. Especially in contrast with Unity - which felt like a growing pile of corpses being tossed on top of each other with each release - it's been so refreshing that it's singlehandedly gotten me back into hobby game dev. I don't feel like I'm wasting my time learning one half-baked API that's going to be replaced with another half-baked API six months from now. For every annoyance or missing feature in Godot, I have faith that things will continue to improve - because they're built on a solid foundation - or that I could at least build it myself if I really needed to.

I believe in the vision and the future of this piece of software. And that makes it feel worthwhile to invest the time learning all its quirks.

Re:W4 Games raises $8.5M to support Godot Engine growth by glanzwulf on Tuesday September 13, 2022 @04:32PM (#32829840)
What kind of features are you missing from Godot vs other engines?
Re:W4 Games raises $8.5M to support Godot Engine growth by SXX on Tuesday September 13, 2022 @11:08PM (#32832870)
Okay I'll mention another thing after profiler that we were struggling with in Godot: making game UI. Situation should become slightly better with "Theme type variations" implemented in version 3.5. It's little too late for us as we dont want to jump versions before release just for this single feature.

Both Unity and Unreal have built-in tools as well as a lot of alternative middleware to build user interfaces. A lot of these tools are simply much more powerful compared to what Godot has to offer. And yeah this is not about features since even using current Godot system you can implement almost anything, but with Godot it's will take 2-3x more time.

Like there are bunch of issues with Godot UI and input handling:

* It is impossible (is it?) to set 3-5 different pairs of fonts plus colors for a few groups of controls. It's so much harder than using CSS in webdev.

* It not obvious what and why eat or blocked input. There is no visual debugger for that, only ugly text field hidden in depths of editor.

* MarginContainer use theme overrides and it breaks WYSIWYG. And there few more things I dont recall that have similar issues.

* And if you use Theme files it's required to reload the engine in order to apply changes.

Keep in mind it apply to 3.4 only since I haven't worked with 4.0 enough yet. Hopefully at least some of these are fixed in 4.x.

PS: Also there is a chance that Godot is not at fault and it's just us not being able to figure it out or that we missed something in docs. Yet this is the problems we struggled with the most while building UI for our game.

Re:W4 Games raises $8.5M to support Godot Engine growth by brundolf on Tuesday September 13, 2022 @05:02PM (#32830141)
A recent one I looked for was a terrain system. There just... isn't one yet. It's totally possible they could add one some day, but I assume other things have just been higher-priority so far for their limited dev time (which isn't unreasonable)

I did find a third-party plugin that looks pretty high-quality, but it hasn't been ported to 4.0 yet

Re:W4 Games raises $8.5M to support Godot Engine growth by TillE on Tuesday September 13, 2022 @05:44PM (#32830534)
Bear in mind that almost nobody has really started porting anything to Godot 4, because it's still in alpha and stuff isn't quite nailed down yet. It makes sense to wait until the first beta, which is probably a few weeks off.
Re:W4 Games raises $8.5M to support Godot Engine growth by brundolf on Tuesday September 13, 2022 @05:49PM (#32830591)
Sure, makes sense. But the question was which features are missing from the engine itself, and that one came to mind (Unreal and Unity both have built-in terrain systems, even though Unity's is crap). Not making demands, just observing/relaying
Re:W4 Games raises $8.5M to support Godot Engine growth by KronisLV on Wednesday September 14, 2022 @10:27AM (#32837707)
Another thing that's pretty interesting to have, but isn't quite there yet is dynamic render resolution scaling, which can be a godsend for lower spec devices.

That said, there's pretty much nothing preventing from people writing their own functionality to achieve this and someone actually did: https://godotengine.org/asset-library/asset/1141

(note: for some, certain limitations might be dealbreakers, as described at the bottom of the description)

It's pretty cool to see people creating pieces of functionality like this, be it terrain functionality, or even the resolution scaling, which you can see a video of here: https://www.youtube.com/watch?v=AW0A-G5mMcw

I also recall there being a more static version that didn't seem to mess with your scene (as much?), but it wasn't really suitable for dynamic resolution changes at runtime back when I checked.

Now if Godot 3 could get a backport of dynamic LOD that would be great, but other than that Godot 4 is promising and it feels like the engine has a bright future ahead of it!

I just doubt that the asset/plugin situation will get anywhere close to as much of a flourishing ecosystem as Unity's, given that the financial incentives aren't quite there yet. Of course, having most of the current ones (even if a limited selection) be free is nice, though.

Re:W4 Games raises $8.5M to support Godot Engine growth by SXX on Tuesday September 13, 2022 @09:53PM (#32832389)
Personally our team is missing proper performance profiler. We have 2D title with 50+ KLOC codebase and a lot of objects, simulation and time warping. Profiling in Godot is really lacking compared to Unity / Unreal in both UI and features. We really just had to do "disable everything and turn it back 1 by 1" to find out bottlenecks.
Re:W4 Games raises $8.5M to support Godot Engine growth by TYMorningCoffee on Tuesday September 13, 2022 @10:36PM (#32832668)
Could you profile it with windows perfview[1]?

[1] https://github.com/microsoft/perfview

Re:W4 Games raises $8.5M to support Godot Engine growth by SXX on Tuesday September 13, 2022 @10:42PM (#32832701)
Sorry. I had to mention this I guess: we using GDScript. And even if we use C# lack of built-in profiler means that it's hard to find out what exactly is slowing things down as some of time is eaten by native code or "glue" used for callbacks and nodes creation.
Re:W4 Games raises $8.5M to support Godot Engine growth by hertzrat on Tuesday September 13, 2022 @09:02PM (#32832059)
It used to be missing occlusion culling, which is a big deal. I think it either has it now or else it’s in v4 though?

It was sparse on tutorial content from the community too, but that seems changed a lot too since then

I wonder what their heavily nested scene graphs do to performance but haven’t tested it

Re:W4 Games raises $8.5M to support Godot Engine growth by KronisLV on Wednesday September 14, 2022 @10:34AM (#32837823)
Here's Godot's current implementation of occlusion culling (sort of), though it needs some manual setup: https://docs.godotengine.org/en/stable/tutorials/performance...
Re:W4 Games raises $8.5M to support Godot Engine growth by cypress66 on Wednesday September 14, 2022 @06:07AM (#32835137)
It's insane that a game engine until 2021 had no occlusion culling. Really tells you that the engine is not made with "big" 3d worlds in mind.
Re:W4 Games raises $8.5M to support Godot Engine growth by claytongulick on Wednesday September 14, 2022 @03:27AM (#32834265)
If godot had official support for JavaScript, maybe via QuickJS - I'd probably actually get off my butt and build the game I've been noodling about for 20 years.
Re:W4 Games raises $8.5M to support Godot Engine growth by RicoElectrico on Tuesday September 13, 2022 @05:01PM (#32830127)
So it's like a PostgreSQL of game engines, as I heard similar praises of it.
Re:W4 Games raises $8.5M to support Godot Engine growth by Thaxll on Tuesday September 13, 2022 @05:16PM (#32830277)
Except no one use it for any serious games. Godot is praised there and there on HN but in the real world of making games most people don't know about it and certainly won't use it. atm it's good a indie engine.

Edit: the downvote party is there, where are the game built with godot again?

Re:W4 Games raises $8.5M to support Godot Engine growth by jay_kyburz on Wednesday September 14, 2022 @02:30AM (#32833926)
I'm in the real world of making games and I spent 3 months evaluating Godot. I really wanted to like it. I found several critical problems and raised them with the core developers who did not take them seriously.
Re:W4 Games raises $8.5M to support Godot Engine growth by ido on Wednesday September 14, 2022 @03:56AM (#32834405)
Can you summarize what the problems were?
Re:W4 Games raises $8.5M to support Godot Engine growth by jay_kyburz on Wednesday September 14, 2022 @04:11AM (#32834483)
Re:W4 Games raises $8.5M to support Godot Engine growth by CyborgCabbage on Wednesday September 14, 2022 @04:56AM (#32834732)
Re:W4 Games raises $8.5M to support Godot Engine growth by Kinrany on Wednesday September 14, 2022 @04:49AM (#32834691)
TL;DR: IDs of destroyed objects are reused for new objects, which breaks the function for checking that an object still exists. Fixed in debug mode but not in release.
Re:W4 Games raises $8.5M to support Godot Engine growth by aaronfranke on Wednesday September 14, 2022 @05:20AM (#32834872)
It's fixed in the master branch since 2020, and is therefore fixed in 4.0.
Re:W4 Games raises $8.5M to support Godot Engine growth by jay_kyburz on Wednesday September 14, 2022 @06:19AM (#32835224)
People were still talking about it in mid 21.

Makes me wonder what else they "fixed" by changing the behavior in dubug builds and letting it crash in release.

You have to be able to trust the foundation you're building on.

Re:W4 Games raises $8.5M to support Godot Engine growth by erik on Tuesday September 13, 2022 @06:14PM (#32830857)
Sonic Colors: Ultimate is the highest profile title to date. (Though Godot is only used as an interface layer, the gameplay isn't built in the engine.)

Cruelty Squad and Luck Be a Landlord are both respectable indie successes.

There are probably some successful mobile titles. And it's also used in slot machines and gambling games.

Re:W4 Games raises $8.5M to support Godot Engine growth by flykespice on Tuesday September 13, 2022 @08:02PM (#32831678)
> Cruelty Squad and Luck Be a Landlord are both respectable indie successes.

They can be respectable by quantity but quality not much, Cuelty Squad simple ps1-style graphics isn't much different from the dozens out there games being developed on godot sporting the very same dull style.

Re:W4 Games raises $8.5M to support Godot Engine growth by ummonk on Tuesday September 13, 2022 @09:30PM (#32832258)
I have no idea whether it could be used to make a serious game, but I wouldn't want to be the first to try. Those examples don't really fit the bill.
Re:W4 Games raises $8.5M to support Godot Engine growth by hertzrat on Tuesday September 13, 2022 @09:02PM (#32832053)
Godot seems nice so far. How is the c# support? The docs? Is it hard to do x if you look online for how to do so? Performance? Occlusion culling?

Last time I looked into it, it was too far behind still, but it looks like Godot 4 will be a really cool release

Re:W4 Games raises $8.5M to support Godot Engine growth by mindwok on Tuesday September 13, 2022 @09:51PM (#32832383)
C# support is excellent. They received funding from Microsoft to add it, and it’s nearly as full featured as the native GDScript and it’s significantly faster (at least in 3.X).

Can’t really speak to the rest, although I believe occlusion culling is one of the killer features of the 4.0 release.