I'm by no means an expert, but I've gone through many engines in my life. Started about 15 years ago with RPG Maker 2000, then 2003 and then XP. Some time later I learned about Game Maker. At some point I picked up Python and tried to make something with pygame (not an engine, I know). Eventually, I inevitably made it to Unity and Unreal. A few weeks ago, I learned about Godot. I don't want to sound like a fanatic, but it was love at first sight. So tiny, so fast, so open source. Yes, it's not as powerful as Unity or Unreal, but I can deal with that. Looks like it'll be Godot from now on for me.
I've made the same game demo in godot using three methods: GDNative C++, GDScript, and C# - GDScript was pretty easy to work with, but the hoops I had to jump through to get better performance still didn't yield anything better than about 10FPS. This led me to the second iteration. - I have about 20 years of C++ experience, so I figured this wouldn't be too bad, but I found it extremely tedious, difficult to debug, and prone to exceptions. When it worked, it was fast, though. - C# was the best experience as far as stability and performance, but you have to convert all the documentation, tutorials, and forum posts from snake case to pascal case. I actually prefer pascal case, though, so that's fine with me. In the end, I've settled on C# and a few Game manager classes, relegating the godot interface as a "prefab builder" for authoring scenes I can pull into the main game.
Yes, actually. C# was basically Microsoft's response to Java, and that's why they are so similar. honestly C# doesn't have that much in common with C++ except for the obvious every programming language stuff.
Nice video! You'll find that 98% of all cases it's the experience & team being the factors for success with your engine choice. Great teams or great developers can make almost any engine work with varying levels of pain & process. At concept we weigh our options. I could/would not develop with Godot simply because it's not an engine that I'm going to deploy for a large team doing AAA work. Additionally, I'm likely not to use Unreal if i'm doing a lightweight "Turn-and-burn" mobile title because Unity provides a tested pipeline and a simple path towards X number of platforms distribution without too much drama. Gadot is a good platform for Smaller games (I'd tend to want to use the term "Garage Games" ) but again, it's all dependent on those factors from above. I will almost always develop with Unreal simply because the teams and platforms I'm developing for simply warrant a level of reliable expectations going from concept to development to distribution.
It looks like the Unreal royalty system is becoming better with the new version, it will be interesting to see what happens with that. But that said, I love Godot, and I've only dipped my toe in it so far. I actually finished a game with it, more than I can about other engines I've dabbled with. And I of course love the fact that it is open source!
Agreed. I don't have inside information, but I suspect the big players are getting concerned about the rapid growth and popularity of Godot or they wouldn't be making such sweeping changes (and risk losing revenue). What are your thoughts on this?
Thanks for posting this! I've been on the fence between game engines, but I think you've convinced me. I'd be interested in seeing how you would go about importing your 3d models and animations into Godot. Excited to see more content on these topics!
Thanks for the positive feedback, much appreciated. Your video suggestion sounds like a plan. Here's the video you're looking for; importing Blender assets into Godot. The good, the bad and the ugly ua-cam.com/video/grPbk-bfMO4/v-deo.html
Oh, fun fact: C# was developed as a counter product to Java (they even wanted to call it "MS Java", but weren't allowed to, fortunately). C# was invented by the guy that invented Delphi, afaik. MS hired him for that reason. I don't think that it was inspired by C or C++ at all, I think the 'C' was only because of marketing purposes, because 'C'-programming languages have been THE shit back then.
Godot is a homonym of Godeau, not a rhyme with "robot". In America it's always been pronounced with the stress on the second syllable and in England with the stress on the first. Sam Beckett himself said the stress is meant to be on the first syllable. However, in French, which was the language that he wrote Waiting For Godot in-and it was in Paris where the play was first produced-both syllables are evenly stressed. Anyway, interesting points raised in this video. Regarding the complication of downloading UE on a Linux system, it's made even more confusing that they've posted screenshots of the code you need to change, rather than incorporate that into the code themselves!
I appreciate your passion for Godot and for the history lesson you took the time to give me. Hope you'll overlook the fact that I'm a barbarian at times and may pronounce things wrong. FYI, here's how the creator says it: ua-cam.com/video/MV7iIG4TDYM/v-deo.html Keep the faith, Brother.
"but an game engine already build the physics engine" 5 minutes later: "is almost like this game engine is designed to give you click bait to get you to buy more things" "you should make your own art style" that is an completely lack of vision, if people buy assets on it all the time, you can sell assets so you can earn some money before the game is complete, instead of wasting years developing an game before you make any cent. an asset store also saves a lot of time, want to put an chair on your game? buy or search one free on the asset store, sure you can model it your self, but your game REALLY needs to have its own original chair? and if it does, do you have to model it from scratch? cant you simply pick one on the asset store and edit from it instead of starting from scratch? and if you edit a lot, it wont ressemble the original one so your game will not look the same as everybody else. not to mention that you have code on the asset store, there are even some open source game engines made on unity to help you make specific stuff on it, for example, fungus help you to make an visual novel on unity, so you can mix the 3d aspects of unity with the dialog tree of fungus. sure, you could search for those things on a browser instead of the embed asset store, but having it embed to the game engine saves a lot of time, even godot has an asset lib, its just much worse than unity currently is. legacy systems ? lol, lets ignore that you skiped servers, i assume you think online multiplayer is legacy too, but since you are using this term to refer to windows... come on! 60 millions of applications, many of then without any alternative to linux (or the alternative sucks), windows isnt going anywhere. it took 10 years to kill flash, even with apple, google, microsoft, mozilla and ADOBE trying to kill it, the windows ecosystem is much bigger than flash ecosystem and you think it gonna die any time soon? come on! also, flash is still alive since the content was not ported to html5, so unless you dont care about millions of games made with it, you know, basically culture... flash will live, even if you need an dedicated browser to run it. "visual programing sounds great and is really good for kids... ...typing is faster" i disagree, the issue with godot/unity visual scripting is that it suck at productivity, you have to move the nodes and consider its space to organize your visual code, you waste a lot of effort and eye constrain on that. the same cant be said about gdevelop, clickteam fusion and construct, those aproaches are much better than the node aproach and you can be quite fast with that, depending on what you are doing and how trained you are at it, its faster than typing. i remember that i was quite fast with clickteam fusion back in the days it was still called multimedia fusion, to this day i'm not that productive typing, not to mention its so easy to use that even an kid who didnt speak english like me could learn. "servers run linux etc runs linux" it dont matter, i cant install an server application on my android, regardless of if it uses the same kernel or not, runing the same kernel dont means it will have software/api compatibility, and even if it does, tools that an web developer need are completely different from tools that an end user needs. and web developer need stuff like an database, while an game developer needs an game engine, the fact that linux has good tools for web developers dont means it has good tools for game developers, sure, godot is an great engine, but try to find an real time mocap tool for example, you wont find any. "you gonna need an team of 30 or 50 or hundred guys to learn all the tricks" TL:DR to extract all the performance except that you dont need none of that for making an indie game, there are countless sucess cases on unity to prove that. "the unreal support for linux sucks, lets give up on unreal" an computer is an tool to get the work done, an operating system may help you be productive, but an game engine will help much more, so if an game engine could help your game be much better, you should be using an operating system supported by such game engine, giving up on using linux so you can use unreal, instead of giving up on unreal so you can continue use linux. giving up on the tool because it dont fit your platform choices is a completely lack of profissionalism. i can understand if the rest of the pipeline were exclusive to linux, it wont make sense reboot all the time to alternate between the other tools and the game engine, but that is not the case here... sorry to say, but this video did more damage than it helped anyone, its very biased and has a lot of stupid arguments that only teach open source enthusiasts to have an bad mindset and bad pratices, and only makes people who dont take open source serious reinforce their opinion that we are just a bunch of blind fanboys. there are a lot of valid reasons to use linux desktop and godot, but i dont think this video showed good arguments in those regards. and no, i'm not an free software hater. i'm using godot, unity, libre office, scribus, gimp , inkscape, blender, etc, but seeing stuff like that being said, just drives me crazy, so i had to complaing. that that as constructive criticism.
You have some very well thought out opinions. I believe in an open exchange of ideas. You put a lot of time and thought into your response. Thanks for sharing.
This is the best comment I've ever read on YT. You, sir, really know what you are talking about. Thank you very much for spending your valuable time and sharing your point of view based of so many facts that you also shared at the same time. Again, thank you so much!
i forgot one thing... "not to mention its so easy to use that even an kid who didnt speak english like me could learn." visual scripting is easier to traslate, the "programmer" dont need to know english or put the code on an translator and hope that it wont break. he can simply change the ui to his lang and use it, the project will be saved in an format that can be handled by the engine at any lang anyway.
I'm very happy I found your channel. I was about to hop down the ol' C# Unity bunny trail, but I downloaded Godot in 10 seconds and am gonna check it out first. I love Python and also find it extremely easy to code with. Your presentation is great, I'm sure you're gonna blow up! Took me a second to realize the background was rendered haha. One thing that I just think would make your videos even more amazing would be if you ran a very faint medieval tavern ambiance in the background when showing the render. My ears kept wanting to hear it and be totally immersed haha. Feel like I'm coding in Skyrim. Thanks for your time! Looking forward to learning and watching more.
Really great video and excellent explanations of the pros and cons of each engine. It's so hard to even just figure our where to begin and this is a massive help. Thanks
C++ is still being developed today, and is probably way more useful than C#. But no language is good for every task. So for scripting, C# would probably be enough. But could you make a Godot, a Unity, or anything like that in C#? No.
I see you have updated Epic terms in the description. Just one more thing. UE doesn't take that 5% you publish your game on Epic Games. The 12% you pay Epic will cover that 5%. Also did you know that the Godot developers have been awarded a $250000 "MegaGrant" from Epic Games which to be used to improve the engines graphics and the engines built-in GDScript development?
Excellent video, didnt agree with all the points, but it was an enjoyable video, well presented and balanced review which I suspect alot of people looking to dip their toes into game developement will find hugely helpful. Personnally, I love C++, which is why I use Unreal (which, as they expose all their code, you can modify these base code should the need arise); and learning any of those engines is a great start, you can port skills between them easily enough once you become comfortable with the developement process. Unreal essentially dropping the royalties until $1m, along with the free assets from the MegaScans library is now a massive plus; blueprints are a simple way to develop, and they compile in a similar way to C# or Python, however, they are offer no where near the performance of c++. C++ may well be an old language, but it is continually evolving, and is still well worth learning.
C# is much closer to Java (a memory managed bytecode language running in a virtual machine) than to C++ (a low level compiled language only a few steps up from assembler).
C# is even easier then Java because its much less verbose. C# is like if u combine C++ with Java and then strip all verbosity out from both of them. C# is I say thus comparable to Python regarding difficulty to learn and use it. Python might be easier to read through (indents vs brackets)
An important point about UE's license is that the 5% royalty gets taken from revenue, not from actual profit, so it can add up to a lot more than it sounds. I would stay far away from the Unreal Engine, as an indie dev.
@Igame X That was announced after I wrote this. And that is still a million dollar in revenue, not profit. Anyways; I have been using UE4 a lot for hobby stuff, and there is nothing there to justify risking this, if you want to make a commercial release
Yeah... Unreal is also by far the most difficult engine to do anything worthwhile in, and I'll never understand how people can just overlook that fact. What's the point of having a slightly higher ceiling for development if it's ten times harder to pick yourself up off the floor? It's annoying when people use the whole "Unreal is more powerful" argument to discount significantly easier engines, when they probably wouldn't even hit the hard limits of _Godot._ Most indie devs never even come close to the limits of their engine, that extra power in Unreal is for handling AAA level assets that take teams of _hundreds_ to manage.
Really agree with your decision to go with Godot :o) I'm learning Blender at the moment and also got myself Substence Painter for texturing so we'll see how that turns out. Looking froward to more videos, be safe.
I started programming with C++ for many years, it is good but it does have a learning curve. 2 months ago I started using Godot, the node system was the same that I was programming in C++/OpenGL so the transfer was a natural fit. I also use Gimp, Blender, Audacity, LMMS and Hitfilm.
When you talked about C++ it was a bit cringy because you gave the impression that it never changed since it was invented. C++ got several updates over the last years and its still one of the most powerful languages out there. So its far from outdated.
Fair enough. I find it tough myself, and bracket happy. But others love it; no doubt it is powerful al well. Would you really recommend it as a first language though with things like Python out there?
@@SavvyBarbarian Python still got its own problems like no real multithreading due to global interpreter lock. Personally I find that Python is good for prototyping while C++ is better for everything where you need to touch a lot of data. I'd recommend learning both.
Try using Snap! by Berkeley. (Previously known as BYOB Build Your Own Blocks) You can type what you want and it finds the code block for you instantly. Really recommend checking it out as it's definitely Scratch's big brother.
Unreal now says that you don't have to pay anything until you get gross revenue over $1,000,000. And this was included with the Unreal 5 announcement a few days ago.
I'm a Windows user althought I think linux is the best system over there and I don't like linux cause of some reasons and still growing support for it. Linux is really safe and really "light" , but I also wouldn't use it because alot of softwares which i need or im using are not supporting linux and its the one of most important reasons why i cant accept it as my primary system. Before i started to using godot daily I've tried many(really many like almost all available game engines)engines and how huge difference is when it comes to godot between others game engines is incredibly huge, like i love godot so much, godot is so simple, so light, theres so many built in features and possibilites I would talk about godot for ages and how easy it is to come in and get used to stuff and the coding part is amazing even young kid can start coding using gdscript and rest is about your imagination. I really didnt like unity and ue4 they both seems like a big mess to me, especially unity with this UI its so unintuitive and looks really old and the marketing and all stuff around. Overall I think ue4 is really for top tier productions like for the biggest studios out there and epic supports their developers with free stuff and blueprints are incredibly powerful, but never unity i swear i cant accept this engine i really hate it. Anyways great vide i came here by accident,but I'm glad to see one more Godot Engine user!
At the time of writing this comment UE4 is free to use and publish your games and you don't pay any royalties unless you make over one million dollars.
@@SavvyBarbarian Yes yes and Godot also got a 250k Mega Grant from Epic Games as well. I know people have a lot of mixed feelings about epic these days but I remember the days when it UE was just like Godot. So I'm glad to see them supporting indie development.
„I can contribute to them if I want to help development and I get to code this all in python?“ - I hope you are aware Godot is written in C/C++ and not in python. Godot use JDscript which is a python like language as you said but why u still say python all time? It can misslead people..A couple of things in your video u said were actually wrong.
Could I have articulated that more incontestably? Perhaps. To clarify: I can easily contribute to the devs here www.patreon.com/godotengine Meanwhile "I", as the GAME dev, not the gameENGINE dev, get to code in a pythonic language. Cool?
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did he say that "C# is better than C++" and "C++ is horrible language... bla bla"...? It's really a good choice for you to stick with python. Well done...
The only thing keeping me from diving into godot is the lack of learning resources. I was trying to build a 3d turret and got hung up on trying to rotate a bone with code.
Godot is the best, it is the smallest, lightest and has a lot of useful programming features(a lot more than unity or unreal). I shall never go back to unity after using Godot. Oh, and it's easier to learn than the others. tho I myself I prefer some complicated code so I use java to make my games from scratch, which is pretty fun. BTW I hate python it sucks, I learnt java first so python makes alarms go off.
Saying Godot has more features than Unity and Unreal Is the most incorrect thing you can say about it. Sire it's easier to use than Unreal and Unity but the reason it's easier to use is because it doesn't have as many features as the other engines.
I think there are some performance reasons to avoid Python itself. GdScript isn't fully memory managed (just some quite lightweight reference counting) and functions aren't real first class citizens in GdScript. Both of those choices were made to make the scripts more performant, but they also mean you can't use all of the Python constructs. Also, custom language allows for addition of engine-specific constructs (such as the $ sigil as a shorthand for get_child_node() ). That said, I miss some other (actually usable, just not used) Python-like constructs, such as the comprehension constructs and actually working kwargs. Also, if you really want, there are bindings for Godot for many languages including Python, Nim and Go. I don't have experience with either, but the Python ones are proclaimed to support the entire Python ecosystem including all of the packages that in fact wrap libraries made in other, more performant languages (such as Numpy, SciPy, Pytorch, sklearn...).
Godot contributor here: FYI, Godot's pronunciation is sourced from the local language's pronunciation of the french play Waiting for Godot. The Project Manager is French and so he pronounces it evenly "gou-dou". The lead developer is Argentinian and so he pronounces it "go-dot". I speak American English with a slightly southern accent, so I pronounce it "g'dough". It's just an accepted aspect of the community. XD
Agreed, I think the new dollar amount for Unreal is a million bucks? I think the big boys are getting quite concerned with the popularity and power of Godot to make changes like that. What do you think?
@@SavvyBarbarian I think the reason for Epic doing this is because of their larger movement to support developers. Theyve donated a bunch of money to other companies such as Blender. I wouldnt be surprised if Epic helped Godot in order to stick it to Unity. I dont see Unreal as a competitor to Godot. I intend to use both. I imagine Epic only sees Unity as a competitor as well.
Ehm...quick question: Is there a reason why you mention all kind of operating systems (incl. MacOS and iOS), but don't mention Windows once? I mean, is it your Voldemort-OS (the on that must not be named)? :-))) Sorry dude, you can love it or hate it, but ignoring it completely is ... (sorry, not finding a nicer word) ridiculous and calling it a legacy system is, too - especially in this context. If this is your personal religion, ok, up to you, but maybe you should first come back into this real world, before making the next video of this kind. Don't get me wrong, I love Godot, Blender, Gimp and Krita, too (you forgot Inkscape for Vector Graphics, I think), but religion belongs to churches, not to software development.
All three of the engines he talks about, Unreal, Unity, and Godot, are written in C++. Also pretty much every language is written in C and/or C++, as are Java, Python, and C#. Minecraft was originally written in Java, but was largely converted to C++, because C++ is awesome and Java sucks, and that happened long before Microsoft bought Minecraft. This guy clearly knows nothing about C++, and most of his assertions about languages and engines are just wrong. There is no good reason to develop a Windows game in Unreal on a Linux box and have to transport it to a Windows box every time you want to run or test anything. It makes far more sense to develop your Windows game on Windows. If you're making a mobile game or a 2D game, Unreal is not for you.
@@chaosordeal294 Thanks for your feedback, I can tell you put some thought into your response and have some passion about C++. We both understand that the engines themselves are written in C++; instead, it's what the indie game DEV has to write in that I'm focusing on. In Godot, the scripting language is a pythonic style language that is very easy to use compared to C or any of its derivatives; this of course is simply opinion, and you if love C++, then more power to you. Godot also supports C# if that's of interest to you. With regard to your second point, regarding writing a game in Linux that will also run on Windows, the concept you present is not fundamentally different from developing on Windows and needing to transport your game to an Android device for testing. I'm a big FOSS believer, and you may not be--and that's okay. It does mean that my approach to game dev may differ from yours. Since Debian has long been my daily driver, I develop in Linux because it's my preferred environment. I test in a virtual Windows system running on the same Debian box, so testing is also very easy for me, much like testing an android app in an emulator from a Windows system. Best wishes in your projects on whichever game engine you decide to use!
Legends say: "Nobody loves C++, it's just that it's the only thing that works" LOL.
I'm by no means an expert, but I've gone through many engines in my life. Started about 15 years ago with RPG Maker 2000, then 2003 and then XP. Some time later I learned about Game Maker. At some point I picked up Python and tried to make something with pygame (not an engine, I know). Eventually, I inevitably made it to Unity and Unreal.
A few weeks ago, I learned about Godot. I don't want to sound like a fanatic, but it was love at first sight. So tiny, so fast, so open source. Yes, it's not as powerful as Unity or Unreal, but I can deal with that. Looks like it'll be Godot from now on for me.
its really good to see more and more people support this game engine, thank you 👍🤙
I completely agree
@Epoch plus5 No, I just really really like this engine and would like to see it get a lot more popular :)
I've made the same game demo in godot using three methods: GDNative C++, GDScript, and C#
- GDScript was pretty easy to work with, but the hoops I had to jump through to get better performance still didn't yield anything better than about 10FPS. This led me to the second iteration.
- I have about 20 years of C++ experience, so I figured this wouldn't be too bad, but I found it extremely tedious, difficult to debug, and prone to exceptions. When it worked, it was fast, though.
- C# was the best experience as far as stability and performance, but you have to convert all the documentation, tutorials, and forum posts from snake case to pascal case. I actually prefer pascal case, though, so that's fine with me.
In the end, I've settled on C# and a few Game manager classes, relegating the godot interface as a "prefab builder" for authoring scenes I can pull into the main game.
Blender and Godot - impressive open-source combo :)
Finally a man of culture.
Much appreciated. I don't know if I should thank you or be highly offended ;)
I get the impression that C# is inspired by Java and really only has "C" in the name to bring in C/C++ programmers.
Yes, actually. C# was basically Microsoft's response to Java, and that's why they are so similar. honestly C# doesn't have that much in common with C++ except for the obvious every programming language stuff.
C/C++ Are powerhouses that all rendering engines use.
Nice video! You'll find that 98% of all cases it's the experience & team being the factors for success with your engine choice. Great teams or great developers can make almost any engine work with varying levels of pain & process. At concept we weigh our options. I could/would not develop with Godot simply because it's not an engine that I'm going to deploy for a large team doing AAA work. Additionally, I'm likely not to use Unreal if i'm doing a lightweight "Turn-and-burn" mobile title because Unity provides a tested pipeline and a simple path towards X number of platforms distribution without too much drama. Gadot is a good platform for Smaller games (I'd tend to want to use the term "Garage Games" ) but again, it's all dependent on those factors from above. I will almost always develop with Unreal simply because the teams and platforms I'm developing for simply warrant a level of reliable expectations going from concept to development to distribution.
It looks like the Unreal royalty system is becoming better with the new version, it will be interesting to see what happens with that. But that said, I love Godot, and I've only dipped my toe in it so far. I actually finished a game with it, more than I can about other engines I've dabbled with. And I of course love the fact that it is open source!
Agreed. I don't have inside information, but I suspect the big players are getting concerned about the rapid growth and popularity of Godot or they wouldn't be making such sweeping changes (and risk losing revenue). What are your thoughts on this?
Did you find Godot to be very slow.
Please answer this one.
How would you make an open world game in godot?
Thanks for posting this! I've been on the fence between game engines, but I think you've convinced me. I'd be interested in seeing how you would go about importing your 3d models and animations into Godot. Excited to see more content on these topics!
Thanks for the positive feedback, much appreciated. Your video suggestion sounds like a plan. Here's the video you're looking for; importing Blender assets into Godot. The good, the bad and the ugly ua-cam.com/video/grPbk-bfMO4/v-deo.html
Oh, fun fact: C# was developed as a counter product to Java (they even wanted to call it "MS Java", but weren't allowed to, fortunately). C# was invented by the guy that invented Delphi, afaik. MS hired him for that reason. I don't think that it was inspired by C or C++ at all, I think the 'C' was only because of marketing purposes, because 'C'-programming languages have been THE shit back then.
Godot is a homonym of Godeau, not a rhyme with "robot". In America it's always been pronounced with the stress on the second syllable and in England with the stress on the first. Sam Beckett himself said the stress is meant to be on the first syllable. However, in French, which was the language that he wrote Waiting For Godot in-and it was in Paris where the play was first produced-both syllables are evenly stressed.
Anyway, interesting points raised in this video. Regarding the complication of downloading UE on a Linux system, it's made even more confusing that they've posted screenshots of the code you need to change, rather than incorporate that into the code themselves!
I appreciate your passion for Godot and for the history lesson you took the time to give me. Hope you'll overlook the fact that I'm a barbarian at times and may pronounce things wrong. FYI, here's how the creator says it: ua-cam.com/video/MV7iIG4TDYM/v-deo.html Keep the faith, Brother.
"but an game engine already build the physics engine"
5 minutes later:
"is almost like this game engine is designed to give you click bait to get you to buy more things" "you should make your own art style"
that is an completely lack of vision, if people buy assets on it all the time, you can sell assets so you can earn some money before the game is complete, instead of wasting years developing an game before you make any cent.
an asset store also saves a lot of time, want to put an chair on your game? buy or search one free on the asset store, sure you can model it your self, but your game REALLY needs to have its own original chair? and if it does, do you have to model it from scratch? cant you simply pick one on the asset store and edit from it instead of starting from scratch?
and if you edit a lot, it wont ressemble the original one so your game will not look the same as everybody else.
not to mention that you have code on the asset store, there are even some open source game engines made on unity to help you make specific stuff on it, for example, fungus help you to make an visual novel on unity, so you can mix the 3d aspects of unity with the dialog tree of fungus.
sure, you could search for those things on a browser instead of the embed asset store, but having it embed to the game engine saves a lot of time, even godot has an asset lib, its just much worse than unity currently is.
legacy systems ? lol, lets ignore that you skiped servers, i assume you think online multiplayer is legacy too, but since you are using this term to refer to windows...
come on! 60 millions of applications, many of then without any alternative to linux (or the alternative sucks), windows isnt going anywhere.
it took 10 years to kill flash, even with apple, google, microsoft, mozilla and ADOBE trying to kill it, the windows ecosystem is much bigger than flash ecosystem and you think it gonna die any time soon? come on!
also, flash is still alive since the content was not ported to html5, so unless you dont care about millions of games made with it, you know, basically culture... flash will live, even if you need an dedicated browser to run it.
"visual programing sounds great and is really good for kids...
...typing is faster"
i disagree, the issue with godot/unity visual scripting is that it suck at productivity, you have to move the nodes and consider its space to organize your visual code, you waste a lot of effort and eye constrain on that.
the same cant be said about gdevelop, clickteam fusion and construct, those aproaches are much better than the node aproach and you can be quite fast with that, depending on what you are doing and how trained you are at it, its faster than typing.
i remember that i was quite fast with clickteam fusion back in the days it was still called multimedia fusion, to this day i'm not that productive typing, not to mention its so easy to use that even an kid who didnt speak english like me could learn.
"servers run linux etc runs linux"
it dont matter, i cant install an server application on my android, regardless of if it uses the same kernel or not, runing the same kernel dont means it will have software/api compatibility, and even if it does, tools that an web developer need are completely different from tools that an end user needs.
and web developer need stuff like an database, while an game developer needs an game engine, the fact that linux has good tools for web developers dont means it has good tools for game developers, sure, godot is an great engine, but try to find an real time mocap tool for example, you wont find any.
"you gonna need an team of 30 or 50 or hundred guys to learn all the tricks" TL:DR to extract all the performance
except that you dont need none of that for making an indie game, there are countless sucess cases on unity to prove that.
"the unreal support for linux sucks, lets give up on unreal"
an computer is an tool to get the work done, an operating system may help you be productive, but an game engine will help much more, so if an game engine could help your game be much better, you should be using an operating system supported by such game engine, giving up on using linux so you can use unreal, instead of giving up on unreal so you can continue use linux.
giving up on the tool because it dont fit your platform choices is a completely lack of profissionalism.
i can understand if the rest of the pipeline were exclusive to linux, it wont make sense reboot all the time to alternate between the other tools and the game engine, but that is not the case here...
sorry to say, but this video did more damage than it helped anyone, its very biased and has a lot of stupid arguments that only teach open source enthusiasts to have an bad mindset and bad pratices, and only makes people who dont take open source serious reinforce their opinion that we are just a bunch of blind fanboys.
there are a lot of valid reasons to use linux desktop and godot, but i dont think this video showed good arguments in those regards.
and no, i'm not an free software hater.
i'm using godot, unity, libre office, scribus, gimp , inkscape, blender, etc, but seeing stuff like that being said, just drives me crazy, so i had to complaing.
that that as constructive criticism.
You have some very well thought out opinions. I believe in an open exchange of ideas. You put a lot of time and thought into your response. Thanks for sharing.
This is the best comment I've ever read on YT. You, sir, really know what you are talking about. Thank you very much for spending your valuable time and sharing your point of view based of so many facts that you also shared at the same time. Again, thank you so much!
@@ewaldschulte6529 thanks.
i forgot one thing...
"not to mention its so easy to use that even an kid who didnt speak english like me could learn."
visual scripting is easier to traslate, the "programmer" dont need to know english or put the code on an translator and hope that it wont break.
he can simply change the ui to his lang and use it, the project will be saved in an format that can be handled by the engine at any lang anyway.
I'm very happy I found your channel. I was about to hop down the ol' C# Unity bunny trail, but I downloaded Godot in 10 seconds and am gonna check it out first. I love Python and also find it extremely easy to code with. Your presentation is great, I'm sure you're gonna blow up! Took me a second to realize the background was rendered haha. One thing that I just think would make your videos even more amazing would be if you ran a very faint medieval tavern ambiance in the background when showing the render. My ears kept wanting to hear it and be totally immersed haha. Feel like I'm coding in Skyrim. Thanks for your time! Looking forward to learning and watching more.
Really great video and excellent explanations of the pros and cons of each engine. It's so hard to even just figure our where to begin and this is a massive help. Thanks
Since it’s open source, you can improve the actual program and they can use it to improve further versions. It’s collaborative
I'm glad you're doing a series on Godot 3D. There's not much out there on this.
Thanks! I noticed that too. I'll keep after it.
C++ is still being developed today, and is probably way more useful than C#. But no language is good for every task. So for scripting, C# would probably be enough. But could you make a Godot, a Unity, or anything like that in C#? No.
Godot is developed with C#.
@@mattiaslindblad2275 xd
@@mattiaslindblad2275 I thought Godot was built in C or C++
@@mattiaslindblad2275 No. Godot is developed with C++ That's why C++ scripting is called 'GDNative'
@@mattiaslindblad2275 That's just untrue
I see you have updated Epic terms in the description.
Just one more thing. UE doesn't take that 5% you publish your game on Epic Games. The 12% you pay Epic will cover that 5%.
Also did you know that the Godot developers have been awarded a $250000 "MegaGrant" from Epic Games which to be used to improve the engines graphics and the engines built-in GDScript development?
Excellent video, didnt agree with all the points, but it was an enjoyable video, well presented and balanced review which I suspect alot of people looking to dip their toes into game developement will find hugely helpful. Personnally, I love C++, which is why I use Unreal (which, as they expose all their code, you can modify these base code should the need arise); and learning any of those engines is a great start, you can port skills between them easily enough once you become comfortable with the developement process. Unreal essentially dropping the royalties until $1m, along with the free assets from the MegaScans library is now a massive plus; blueprints are a simple way to develop, and they compile in a similar way to C# or Python, however, they are offer no where near the performance of c++. C++ may well be an old language, but it is continually evolving, and is still well worth learning.
C# is much closer to Java (a memory managed bytecode language running in a virtual machine) than to C++ (a low level compiled language only a few steps up from assembler).
C# is even easier then Java because its much less verbose. C# is like if u combine C++ with Java and then strip all verbosity out from both of them. C# is I say thus comparable to Python regarding difficulty to learn and use it. Python might be easier to read through (indents vs brackets)
An important point about UE's license is that the 5% royalty gets taken from revenue, not from actual profit, so it can add up to a lot more than it sounds. I would stay far away from the Unreal Engine, as an indie dev.
That's a great point I didn't bring out in the video. Well said.
@Igame X That was announced after I wrote this. And that is still a million dollar in revenue, not profit. Anyways; I have been using UE4 a lot for hobby stuff, and there is nothing there to justify risking this, if you want to make a commercial release
No, I either use godot or I make my own, depending on the use case. And, "reply me back"? Who do you think you are? Someone important? rofl
@Igame X That is ok. Here's a tip from a veteran: Make your own engine. Not for success but for the learning
Yeah... Unreal is also by far the most difficult engine to do anything worthwhile in, and I'll never understand how people can just overlook that fact. What's the point of having a slightly higher ceiling for development if it's ten times harder to pick yourself up off the floor?
It's annoying when people use the whole "Unreal is more powerful" argument to discount significantly easier engines, when they probably wouldn't even hit the hard limits of _Godot._ Most indie devs never even come close to the limits of their engine, that extra power in Unreal is for handling AAA level assets that take teams of _hundreds_ to manage.
I was completely unaware about Krita till I saw your video. Thank you for that. I think I finally found my goto paint software!
Really agree with your decision to go with Godot :o) I'm learning Blender at the moment and also got myself Substence Painter for texturing so we'll see how that turns out. Looking froward to more videos, be safe.
Of course visual programming will survive. There are tons of people that understand how to use visual coding but have no idea on how to code it.
Dude, I'm digging your background so much, I'm assuming it's a render?
I started programming with C++ for many years, it is good but it does have a learning curve. 2 months ago I started using Godot, the node system was the same that I was programming in C++/OpenGL so the transfer was a natural fit. I also use Gimp, Blender, Audacity, LMMS and Hitfilm.
When you talked about C++ it was a bit cringy because you gave the impression that it never changed since it was invented. C++ got several updates over the last years and its still one of the most powerful languages out there. So its far from outdated.
Fair enough. I find it tough myself, and bracket happy. But others love it; no doubt it is powerful al well. Would you really recommend it as a first language though with things like Python out there?
@@SavvyBarbarian I wish I learned C++ first before Java, or C#
@@SavvyBarbarian Python still got its own problems like no real multithreading due to global interpreter lock. Personally I find that Python is good for prototyping while C++ is better for everything where you need to touch a lot of data. I'd recommend learning both.
You're right about c++ being hard to learn, but being crappy compared to c#, na man I don't think so. I think it's even better than c#
C/C++ is ised in the renderer of the engine. Unity uses it and Godot uses it. But as for Scripting C# is actually really good at it.
Try using Snap! by Berkeley. (Previously known as BYOB Build Your Own Blocks) You can type what you want and it finds the code block for you instantly. Really recommend checking it out as it's definitely Scratch's big brother.
Unreal now says that you don't have to pay anything until you get gross revenue over $1,000,000. And this was included with the Unreal 5 announcement a few days ago.
Thanks for that update. I'll see if I can put an update over the video (or at least into the text below the video). Much appreciated.
I'm a Windows user althought I think linux is the best system over there and I don't like linux cause of some reasons and still growing support for it. Linux is really safe and really "light" , but I also wouldn't use it because alot of softwares which i need or im using are not supporting linux and its the one of most important reasons why i cant accept it as my primary system.
Before i started to using godot daily I've tried many(really many like almost all available game engines)engines and how huge difference is when it comes to godot between others game engines is incredibly huge, like i love godot so much, godot is so simple, so light, theres so many built in features and possibilites I would talk about godot for ages and how easy it is to come in and get used to stuff and the coding part is amazing even young kid can start coding using gdscript and rest is about your imagination. I really didnt like unity and ue4 they both seems like a big mess to me, especially unity with this UI its so unintuitive and looks really old and the marketing and all stuff around. Overall I think ue4 is really for top tier productions like for the biggest studios out there and epic supports their developers with free stuff and blueprints are incredibly powerful, but never unity i swear i cant accept this engine i really hate it.
Anyways great vide i came here by accident,but I'm glad to see one more Godot Engine user!
I couldn't have said it better myself.
@@SavvyBarbarian Stay Safe and Have fun with Godot man!
Oh yes the linux guy i use linux around 15 years......and is the best of the best......
At the time of writing this comment UE4 is free to use and publish your games and you don't pay any royalties unless you make over one million dollars.
True. If I'm not mistaken, they also have donated over a million dollars to the Blender Foundation, so they aren't all bad ;)
@@SavvyBarbarian Yes yes and Godot also got a 250k Mega Grant from Epic Games as well. I know people have a lot of mixed feelings about epic these days but I remember the days when it UE was just like Godot. So I'm glad to see them supporting indie development.
Saying that C# is better than C++ is very lame.
What is the secret to living forever?
cannabis
Netflix also uses some BSD variabts (not Apples variant) *flys away*
„I can contribute to them if I want to help development and I get to code this all in python?“ - I hope you are aware Godot is written in C/C++ and not in python. Godot use JDscript which is a python like language as you said but why u still say python all time? It can misslead people..A couple of things in your video u said were actually wrong.
Could I have articulated that more incontestably? Perhaps. To clarify: I can easily contribute to the devs here www.patreon.com/godotengine Meanwhile "I", as the GAME dev, not the gameENGINE dev, get to code in a pythonic language. Cool?
did he say that "C# is better than C++" and "C++ is horrible language... bla bla"...? It's really a good choice for you to stick with python. Well done...
The only thing keeping me from diving into godot is the lack of learning resources. I was trying to build a 3d turret and got hung up on trying to rotate a bone with code.
C++ is beautiful imho
"C++ is ugly"... Stop dissing my favorite programming language...
Godot is the best, it is the smallest, lightest and has a lot of useful programming features(a lot more than unity or unreal).
I shall never go back to unity after using Godot.
Oh, and it's easier to learn than the others.
tho I myself I prefer some complicated code so I use java to make my games from scratch, which is pretty fun.
BTW I hate python it sucks, I learnt java first so python makes alarms go off.
Potayto Programs i liked Gdot script
its a python-like style ,but its not python
Saying Godot has more features than Unity and Unreal Is the most incorrect thing you can say about it. Sire it's easier to use than Unreal and Unity but the reason it's easier to use is because it doesn't have as many features as the other engines.
@@asandax6 I was talking about nodes, godot has tonnes of nodes, nodes that unity/unreal don't have an equivalent for.
unity asset store is look attractive for sell.is godot have big asse market?
completeing game is very hard.
?
It's nice to see godot is getting the attention it deserves.
godot💙
Why can't Godot use Python, instead it uses GDScript?
I think there are some performance reasons to avoid Python itself. GdScript isn't fully memory managed (just some quite lightweight reference counting) and functions aren't real first class citizens in GdScript. Both of those choices were made to make the scripts more performant, but they also mean you can't use all of the Python constructs.
Also, custom language allows for addition of engine-specific constructs (such as the $ sigil as a shorthand for get_child_node() ).
That said, I miss some other (actually usable, just not used) Python-like constructs, such as the comprehension constructs and actually working kwargs.
Also, if you really want, there are bindings for Godot for many languages including Python, Nim and Go. I don't have experience with either, but the Python ones are proclaimed to support the entire Python ecosystem including all of the packages that in fact wrap libraries made in other, more performant languages (such as Numpy, SciPy, Pytorch, sklearn...).
Extra points for pronouncing Godot the correct way.
Godot contributor here: FYI, Godot's pronunciation is sourced from the local language's pronunciation of the french play Waiting for Godot. The Project Manager is French and so he pronounces it evenly "gou-dou". The lead developer is Argentinian and so he pronounces it "go-dot". I speak American English with a slightly southern accent, so I pronounce it "g'dough". It's just an accepted aspect of the community. XD
First time I have heard that Unreal is half-owned by Chinese. That's sucks. At this point Unreal will get into your pocket if you will earn 1M$
My Dad made me watch this...It was not painful, I survived. I am 11.
I test Godot and man.. runs slow as fuck. Godot is good for little 2d games but can't play with the big guys at the moment.
this video didnt age well (unreal part)
ue5 still needs to come at 2021 , for now godot is still preferable
Agreed, I think the new dollar amount for Unreal is a million bucks? I think the big boys are getting quite concerned with the popularity and power of Godot to make changes like that. What do you think?
@@SavvyBarbarian I think the reason for Epic doing this is because of their larger movement to support developers. Theyve donated a bunch of money to other companies such as Blender. I wouldnt be surprised if Epic helped Godot in order to stick it to Unity. I dont see Unreal as a competitor to Godot. I intend to use both. I imagine Epic only sees Unity as a competitor as well.
@@azlantg yeah Epic gave 250 000 to Godot
Ehm...quick question: Is there a reason why you mention all kind of operating systems (incl. MacOS and iOS), but don't mention Windows once? I mean, is it your Voldemort-OS (the on that must not be named)? :-))) Sorry dude, you can love it or hate it, but ignoring it completely is ... (sorry, not finding a nicer word) ridiculous and calling it a legacy system is, too - especially in this context. If this is your personal religion, ok, up to you, but maybe you should first come back into this real world, before making the next video of this kind. Don't get me wrong, I love Godot, Blender, Gimp and Krita, too (you forgot Inkscape for Vector Graphics, I think), but religion belongs to churches, not to software development.
Well I straight Avoid Windows whenever I can. The only thing Windows has Is the Games amd Apps that aren't supported on Linux 😒.
Sorry, but Unity right now
godot love!
TAKE NO ADVICE FROM THIS GUY, HE IS CLUELESS.
All three of the engines he talks about, Unreal, Unity, and Godot, are written in C++. Also pretty much every language is written in C and/or C++, as are Java, Python, and C#. Minecraft was originally written in Java, but was largely converted to C++, because C++ is awesome and Java sucks, and that happened long before Microsoft bought Minecraft. This guy clearly knows nothing about C++, and most of his assertions about languages and engines are just wrong. There is no good reason to develop a Windows game in Unreal on a Linux box and have to transport it to a Windows box every time you want to run or test anything. It makes far more sense to develop your Windows game on Windows. If you're making a mobile game or a 2D game, Unreal is not for you.
@@chaosordeal294 Thanks for your feedback, I can tell you put some thought into your response and have some passion about C++.
We both understand that the engines themselves are written in C++; instead, it's what the indie game DEV has to write in that I'm focusing on. In Godot, the scripting language is a pythonic style language that is very easy to use compared to C or any of its derivatives; this of course is simply opinion, and you if love C++, then more power to you. Godot also supports C# if that's of interest to you.
With regard to your second point, regarding writing a game in Linux that will also run on Windows, the concept you present is not fundamentally different from developing on Windows and needing to transport your game to an Android device for testing. I'm a big FOSS believer, and you may not be--and that's okay. It does mean that my approach to game dev may differ from yours. Since Debian has long been my daily driver, I develop in Linux because it's my preferred environment. I test in a virtual Windows system running on the same Debian box, so testing is also very easy for me, much like testing an android app in an emulator from a Windows system.
Best wishes in your projects on whichever game engine you decide to use!