Seeing some features in godot made me stunned that they weren’t in unity. The only real problem I encountered was real time lighting for 3D in a mainly 2D engine
Dear Staz, Thank you for sharing another insightful dev-clip! The extended runtime was a delightful surprise, offering even more to appreciate. It’s fascinating to observe how Tengivetur operates within this timeline-his actions resonate as both a reflection of his primordial essence within the Pantheon and the traits honed through his timeless journey. Your work captures these nuances brilliantly, adding depth to the ever-evolving narrative. With all my gratitude, [Your Name]
Dear Staz, Thank you for sharing another insightful dev-clip! The extended runtime was a delightful surprise, offering even more to appreciate. It’s fascinating to observe how Tengivetur operates within this timeline-his actions resonate as both a reflection of his primordial essence within the Pantheon and the traits honed through his timeless journey. Your work captures these nuances brilliantly, adding depth to the ever-evolving narrative. With all my gratitude, [Your Name]
The best of both worlds is to use the C# branch of godot, using the thousands of C# libraries, never touching GDScript, and still benefiting from godots workflows and blazingly fast compile times
errors as values is definitely better than exceptions, but null as the error value is just dumb. there's multiple good ways to do this, Rust's Result monad, for example, i would take over exceptions any day. i don't exactly like Go's approach, but i guess that also works, and i'd prefer that over exceptions as well. but totally agree with your point. it's not errors as values if you don't have explicit handling, null as error is just stupid.
@@aemogie I like lua's convention of making a function return nil followed by an error string, then wrapping calls to that function in assert() which throws an exception if the first argument is nil or false (otherwise it returns the first argument)
@@aemogie Honestly I can't make up my mind about errors as values. While I write rust a lot, I' really not sure if it's a good thing overall. Especially when dealing with network code, I constantly find myself missing try/except to restart connection and stuff and finally to cleanup this. And I know that you can just panic and stop unwinding the stack, but it seems wrong and too hacky.
I've been doing professional game dev in godot since 2016 (my game project heartbeat uses a heavily modified godot fork) it's okay, but some decision makings are so fucking stupid but overall it's been a nice experience, less painful than unity
Nowaying! I've been staring at your game in my wishlist ever since megamix dropped and was just a worse future tone. I still haven't pulled the trigger since I haven't finished F 2nd and IA/VT COLORFUL... soon though!
Godot only supports C# and GDscript at the moment so if you're planning on making some 3d projects u better stick with Unity. But if its only some simple 2d projects Godot might suffice for you, the only benefits of Godot is that its 100x less bloated than Unity.
@@Volkevism yeah im working on a 3d project so it was between unreal and unity for me but I didn't want to deal with c++ or build everything with blueprints :P
I started learning game dev with Godot and I'm glad I did, because I learn best with trial by fire. If I have to code 20 lines of esoteric black magic copied off of a help thread from 6 months ago (but not more than that because GDScript is slightly different between Godot 4.2 and 4.3) just to make an interaction system, then I'm going to do that. Then when I eventually move on to GameMaker and Unity, I'll have an appreciation for how much better those engines are. EDIT: Debugger (196) is about right
People be like, why use Godot not other, whoo cares man If it work, it work- You get nothing done if you keep on thinking which to use or what to use...
i swear to god the godot dev sphere is some sort of cult because everyone talks about how good it is but i'm yet to see a single decently big game made with it
Surely not Godot, surely Redot instead. Godot committed development self destruction and contributors moved on basically unanimously onto Redot engine (same engine right now but actually getting the most requested features now that it's a fork of its own)
I'm sure you're a chill person so this is more a general reply for people who thought about leaving godot over the stupid drama. That was vastly overblown and misrepresented and the godot community remains. Some social media manager and some discord mod are not representative of godot, and most people know this. Most people did not care about this drama. There was a big stir on Twitter because there's always a big stir over tiny things on Twitter. Use redot if you want but if you're gonna leave a community due to something trivial you'll probably leave redot when a contributor does something you don't like, too. If godot dies this decade I'll eat my words. But I seriously doubt it's going anywhere. Twitter isn't real. The woke mob isn't coming for you.
NOT TO MENTION REDOT ALREADY HAS A LOT OF DRAMA. People gotta stop leaving engines over drama. Leave engines over genuine issues and exploitation like unity had
@@boscorner So this community manager was fired? All the people that were banned got unbanned? The developers that were banned on github are unbanned? I fail to see how any of this was trivial. If my marketing team starts spitting on customers, I sure as hell wouldn't keep them on payroll and pretend nothing happened.
Dear Staz, Thank you for sharing another insightful dev-clip! The extended runtime was a delightful surprise, offering even more to appreciate. It’s fascinating to observe how Tengivetur operates within this timeline-his actions resonate as both a reflection of his primordial essence within the Pantheon and the traits honed through his timeless journey. Your work captures these nuances brilliantly, adding depth to the ever-evolving narrative. With all my gratitude, [Your Name]
If he tries Godot then I won't be suffering alone
Godot is my holy grail
@@kuroinisshokumid godot sucks ass
Seeing some features in godot made me stunned that they weren’t in unity. The only real problem I encountered was real time lighting for 3D in a mainly 2D engine
"I'll have a think" is one of my favourite British expressions.
6:08 Chatter: “Staz”
Other chatter: “he is not here stop the cope”.
He is always watching
I have no idea what they're talking about, but its nice to hear them yapping
Its normal, especially when they keep being vague and hiding shit, which i understand.
As productive as a corporate meeting
Nowaying THIRD NEURO TWIN!!!
Should be Neutro
Filter-sama will be real.
@@Anunesi7THIS NEEDS TO HAPPEN 🔥
Neutron
But if Filter sama becomes real, who will censor Filter sama? 0-0
I have no clue what these Muppets are on about. It's nice to hear vedal chuckle tho
anny this, camila that... this is the real ship 🐢🤪
YES!!!
Vedal and his meds?
@@snowball2280Vedal and his imaginary friend
Just no.
Vedal and the Godot engine.
Dear Staz,
Thank you for sharing another insightful dev-clip! The extended runtime was a delightful surprise, offering even more to appreciate. It’s fascinating to observe how Tengivetur operates within this timeline-his actions resonate as both a reflection of his primordial essence within the Pantheon and the traits honed through his timeless journey. Your work captures these nuances brilliantly, adding depth to the ever-evolving narrative.
With all my gratitude,
[Your Name]
Dear Staz,
Thank you for sharing another insightful dev-clip! The extended runtime was a delightful surprise, offering even more to appreciate. It’s fascinating to observe how Tengivetur operates within this timeline-his actions resonate as both a reflection of his primordial essence within the Pantheon and the traits honed through his timeless journey. Your work captures these nuances brilliantly, adding depth to the ever-evolving narrative.
With all my gratitude,
[Your Name]
These two arguing again?inject it straight to my veins bro
so true
What do you mean arguing? This was a very productive meeting.
Alex has $10k in Godot stock and cannot afford for it to fail
Unlucky considering Godot doesn't sell anything
@ truly
@@kevinscales NFT don't sell anything, and they still have a perceived value. That's not how stocks work.
@@NatiiixLPGodot is open source and has no stocks
@@NatiiixLPthe value that falls sharp soon after release
The best of both worlds is to use the C# branch of godot, using the thousands of C# libraries, never touching GDScript, and still benefiting from godots workflows and blazingly fast compile times
That sounds perfect for Vedal.
GDscript is a worst language but better integrated within the engine (for what I heard).
just fyi, alex hates godot and gdscript with a passion.
Well, you can use the C# bindings. Technically, you can also use the Rust bindings or make your own. But they're all kinda doo-doo.
Its no dev stream but its better than not having one again
15:23 is why I regret becoming a developer. I should have become a chef, at least my peeler wouldn't drop support for potatoes in 4.2.2.
Returning null on error is truly diabolical. Even if there is performance cost. Even if processing an exception takes 3 seconds. WTF godot
it's not so bad
@@sammxn-w2v How you supposed to know if procedure successfully executed? Or if map.get("key") had an error and not an empty slot? Just for example.
errors as values is definitely better than exceptions, but null as the error value is just dumb. there's multiple good ways to do this, Rust's Result monad, for example, i would take over exceptions any day. i don't exactly like Go's approach, but i guess that also works, and i'd prefer that over exceptions as well. but totally agree with your point. it's not errors as values if you don't have explicit handling, null as error is just stupid.
@@aemogie I like lua's convention of making a function return nil followed by an error string, then wrapping calls to that function in assert() which throws an exception if the first argument is nil or false (otherwise it returns the first argument)
@@aemogie Honestly I can't make up my mind about errors as values. While I write rust a lot, I' really not sure if it's a good thing overall. Especially when dealing with network code, I constantly find myself missing try/except to restart connection and stuff and finally to cleanup this. And I know that you can just panic and stop unwinding the stack, but it seems wrong and too hacky.
Skyrim Neuro follower LETSGOOOOOOOOOOOOOO
thank god for the subway surfers halfway through
jesus these guys are way too smart
I've been doing professional game dev in godot since 2016 (my game project heartbeat uses a heavily modified godot fork)
it's okay, but some decision makings are so fucking stupid
but overall it's been a nice experience, less painful than unity
Nowaying! I've been staring at your game in my wishlist ever since megamix dropped and was just a worse future tone. I still haven't pulled the trigger since I haven't finished F 2nd and IA/VT COLORFUL... soon though!
7:32 me watching this video
They were not having fun with that one lol
i JUST started with unity yesterday and now i see this? lmfao
watch the clip
@vynrex yeah I did. Looks like I made the right choice after all lol
Godot only supports C# and GDscript at the moment so if you're planning on making some 3d projects u better stick with Unity. But if its only some simple 2d projects Godot might suffice for you, the only benefits of Godot is that its 100x less bloated than Unity.
@@Volkevism cruelty squad was made in godot but looking at its graphics thats not exactly an endorsement lmao
@@Volkevism yeah im working on a 3d project so it was between unreal and unity for me but I didn't want to deal with c++ or build everything with blueprints :P
Waiting for Godot
Missed “it’s wings are too small to get it’s fat little body off the ground.”
Gd script features assert. But assertions only really work in debug builds and get ignored in release mode.
I like this part 15:30 😂
18:35 - gdscript does not have function overloading 😮
In what the Game-that-must-not-be-named is. Inscryption? Among us?
Backshot roulette
@@courcetawait a minute...
Abandoned Archive.
Skyrim
I wonder how much money alex get paid ... cant be much otherwise tutel would pay with twitch raids
Interesting
better go with Redot instead of Godot
Nonono, Bevy is the superior game engine.
Knew I’d find a fellow rust fan in here :)
They should port it all to Rpgmaker2003
tiny glade is way too pretty, that my delusions make me think using bevy will give me the art style lmao
niCe
What the fuck is an action force
Super hero team
based Notepad++ user
I started learning game dev with Godot and I'm glad I did, because I learn best with trial by fire. If I have to code 20 lines of esoteric black magic copied off of a help thread from 6 months ago (but not more than that because GDScript is slightly different between Godot 4.2 and 4.3) just to make an interaction system, then I'm going to do that. Then when I eventually move on to GameMaker and Unity, I'll have an appreciation for how much better those engines are.
EDIT: Debugger (196) is about right
something something code something something game something something neuro something something godot
what are these nerds yapping about
Follow Them is empty
Cause Alex doesn't exist in real life
The true canon waifu of vettle [alex] finally getting some time with him.
vettle/alex enjoyers winning.
real ones know u just gotta do your own
is this cherno's alt or...?
People be like, why use Godot not other, whoo cares man
If it work, it work-
You get nothing done if you keep on thinking which to use or what to use...
[ ]
i swear to god the godot dev sphere is some sort of cult because everyone talks about how good it is but i'm yet to see a single decently big game made with it
I'm yet to see a single unity game that works well tbh
Sonic colors remake was made with it
Surely not Godot, surely Redot instead.
Godot committed development self destruction and contributors moved on basically unanimously onto Redot engine (same engine right now but actually getting the most requested features now that it's a fork of its own)
lmao
surely the reactionary fork will survive in the long term
I'm sure you're a chill person so this is more a general reply for people who thought about leaving godot over the stupid drama. That was vastly overblown and misrepresented and the godot community remains. Some social media manager and some discord mod are not representative of godot, and most people know this. Most people did not care about this drama. There was a big stir on Twitter because there's always a big stir over tiny things on Twitter.
Use redot if you want but if you're gonna leave a community due to something trivial you'll probably leave redot when a contributor does something you don't like, too.
If godot dies this decade I'll eat my words. But I seriously doubt it's going anywhere. Twitter isn't real. The woke mob isn't coming for you.
NOT TO MENTION REDOT ALREADY HAS A LOT OF DRAMA. People gotta stop leaving engines over drama. Leave engines over genuine issues and exploitation like unity had
@@boscorner So this community manager was fired? All the people that were banned got unbanned? The developers that were banned on github are unbanned? I fail to see how any of this was trivial. If my marketing team starts spitting on customers, I sure as hell wouldn't keep them on payroll and pretend nothing happened.
Godot blows
godot's twitter moderator is political though
Acknowledging that queer people exist isn't a political opinion. Neither is blocking trolls for trying to turn everything into a culture war.
godot is woke, id rather stick with raylib
I had a string that accidentally returned the wrong pronoun and got my libraries revoked
No thanks. Rather stick to unity at this point rather than Woke-ot.
Lol not using some 0 and 1s because one stupid comunity manger fucked up. Who likes comunity managers anyway
brooooooooooooooo no Godot suck as an engine
and don't let me start on the community
Why Godot? Use Redot, its a way better fork of Godot and the community input is way better received.
Dear Staz,
Thank you for sharing another insightful dev-clip! The extended runtime was a delightful surprise, offering even more to appreciate. It’s fascinating to observe how Tengivetur operates within this timeline-his actions resonate as both a reflection of his primordial essence within the Pantheon and the traits honed through his timeless journey. Your work captures these nuances brilliantly, adding depth to the ever-evolving narrative.
With all my gratitude,
[Your Name]