Re:Godot 4.1 Is Released
by chess_horse_L on Thursday July 06, 2023 @08:34AM
(#36614832)
I'm kind of disappointed with Godot. I thought the so hyped 4.0 release would fix the issues, but it actually did not do much, if anything made some things worse.
Don't get me wrong, I always recommend it to beginners. But for professional gamedev, it's a no-go.
The performance is terrible. The renderer seems to be terribly slow for some reason? A full Unity URP scene will run faster than a empty Godot scene with simple cube. Yet the developers seem to be always focusing on the CPU performance issues - created by the scripting language they made. The bottleneck in any game in the world is always on the GPU (An average game will use 0.3% of CPU, 10% GPU on my computer)
Programming with GDScript inside the editor feels like programming in a notepad. We Unity devs have to use an IDE. Having copillot, intellisense, and IDE features in general gives us HUGE productivity boosts. Meanwhile, Godot's autocompletion ain't great. Yes, you can use an IDE in Godot. Yes, you can use C#. But they're a second class thing.
It's a pain to make 3D games. The importer just sucks. Added more animations to your character from Blender? Good luck reimporting, now you probably gotta redo a lot of stuff. Unity and Unreal just works in thus regard.
There's no post or pre processing stack. You cannot access world normals, motion vectors, depth buffer and such. You can only access the color, by creating a viewport.
Multiplatform support sucks. Mobile official plugins are dead [0], the package size is way heavier than Unity, you've got performance problems and nothing can assure your game will even be approved in Google Play. Android dev heavily requires plugins (Admob, Play Games), so unless put your game at a fixed price, you're not accomplishing anything. There's also no console support.
But wait, the Godot leaders made a company called W4 to fix these issues! They'll bring in console support, official mobile plugins, hosted multiplayer and such. But it's an investor funded company, and they stated that they will sell the stuff. Sooo, the "it's free and open source!!!!" advantage over Unity that everyone loves doesn't seem that great now.
I could talk all day long about Godot issues. But let's just sum it in "It's just Gimp, if compared to Photoshop". It's NOT a "It's just Blender, if compared to Maya".
I've lost all hope on the project, it's stil years away from reaching feature parity with, at least, Unity 5. But I hope Bevy does better!
Don't get me wrong, I always recommend it to beginners. But for professional gamedev, it's a no-go.
The performance is terrible. The renderer seems to be terribly slow for some reason? A full Unity URP scene will run faster than a empty Godot scene with simple cube. Yet the developers seem to be always focusing on the CPU performance issues - created by the scripting language they made. The bottleneck in any game in the world is always on the GPU (An average game will use 0.3% of CPU, 10% GPU on my computer)
Programming with GDScript inside the editor feels like programming in a notepad. We Unity devs have to use an IDE. Having copillot, intellisense, and IDE features in general gives us HUGE productivity boosts. Meanwhile, Godot's autocompletion ain't great. Yes, you can use an IDE in Godot. Yes, you can use C#. But they're a second class thing.
It's a pain to make 3D games. The importer just sucks. Added more animations to your character from Blender? Good luck reimporting, now you probably gotta redo a lot of stuff. Unity and Unreal just works in thus regard. There's no post or pre processing stack. You cannot access world normals, motion vectors, depth buffer and such. You can only access the color, by creating a viewport.
Multiplatform support sucks. Mobile official plugins are dead [0], the package size is way heavier than Unity, you've got performance problems and nothing can assure your game will even be approved in Google Play. Android dev heavily requires plugins (Admob, Play Games), so unless put your game at a fixed price, you're not accomplishing anything. There's also no console support.
But wait, the Godot leaders made a company called W4 to fix these issues! They'll bring in console support, official mobile plugins, hosted multiplayer and such. But it's an investor funded company, and they stated that they will sell the stuff. Sooo, the "it's free and open source!!!!" advantage over Unity that everyone loves doesn't seem that great now.
I could talk all day long about Godot issues. But let's just sum it in "It's just Gimp, if compared to Photoshop". It's NOT a "It's just Blender, if compared to Maya".
I've lost all hope on the project, it's stil years away from reaching feature parity with, at least, Unity 5. But I hope Bevy does better!
[0] https://github.com/godotengine/godot-google-play-billing