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I have Godot on a portable USB drive. I just plug it into any computer, laptop and am able to code and develop from anywhere without syncing. It's just such a comfortable solution. No internet connection required, no accounts, no annoying updates.
That's because godot has nothing going on for it. You can tell it is an inferior engine by the trash games that are being made with it. I am yet to see anything special in godot. There are better free solutions out there. Flax and stride are easily better. Also comparing godot with Unity, unreal or unigine is just ludicrous.
@@leeoiou7295 things take time. Many people had the same thoughts about Unity, because a lot of the games released with it were from new programmers who had easy access to a game engine. Godot is filling that same space right now. But I bet you there are studios making "proper" and big games in Godot already. If I'm not mistaking, Nintendo even has a fork of Godot which was used for Sonic Colors: Ultimate. Give it time.
I am. My school was using Unity for video game class. Now it will try out Godot. It reminds me of the time that Dungeons and Dragons changed its copyright policy to be stricter. Some fans got angry, and then they flocked to Pathfinder.
As a hobbyist, Godot maximizes my time spent developing. GDScript or C# (4.0 vastly improved C#, btw), doesn't matter. When I have half an hour at the end of the day to develop, Godot is up and running in seconds, and I can have three featuers done by the time Unity would have opened my project and reimported my assets after a package update. I say this after ~15 years of working with Unity.
@@ItsDuxzii If those C# scripts target some other API, such as Unity's...probably not. Godot is a completely different framework. It's not a copy-paste replacement.
Great video but it left out one major thing that I absolutely love about Godot. The documentation is bundled in with the engine. If you're a weird tech enthusiast, like me, you might like working in weird situations. If you don't have internet and need to figure something out, all the documentation is built in. Everything is built in. You can develop so much with Godot, and all you need is a single file. The engine has a code editor and it includes documentation... it's incredible. I'll never get over the fact that I could make pretty much anything in a pinch as long as I have a usb with godot 3.5+ and godot 4+ on it and a device to run it on. That is all it takes to have a development suite that can create games, mobile apps, websocket servers... I've even built a prototype CDN using Godot as a little fun 1 day project. Heck, I even built a tool that syncs my current Godot scene into Neos using websockets, and I didn't have to use any external tools.
I'm not sure about most tools or languages, but you can generate the docs for Rust with a simple, built-in command (cargo doc). So, this also applies to Rust game engines, like Baby.
I often bemoan the death of adobe flash; not as a technology, but as the most accessible learning environment for software development. The app came with an IDE, comprehensive documentation, compiler, and runtime, all in one executable. It's how I transitioned from my career as a graphic designer into a front end developer 20 years ago. If I were trying to do the same thing today I don't know if I would be able to make it through the soup of esoteric tools and frameworks required just to get to hello world.
This is quite exciting to hear. One thing I wish is embedding the engine itself as a library/framework for another app: I was trying to embark on quite a weird task myself (for iOS Swift learning purposes, to test those waters) and would have loved to be able to embed this engine as a runtime .framework on an iOS app. It does work for Android already it is my understanding though.
I'm re-learning C/C++ with Godot's source code. I heard a good things about Godot's clean code, modularity, and more. So far so good. No compilation error at all from master branch. Not related to game development but Godot's future is bright as long as contributors keep up with good code quality.
@@CoolModderJaydonX Yeah. The engine should allow C++ as one of native scripting languages but I get why they won't allow it due to C++'s steep learning curve compared to other high-level programming languages.
I looked at Godot's code 4 years ago and it was horrible. I couldn't even figure out how the main game loop worked, couldn't identify a clear structure behind that.
@@GonziHere Cons: Monolithic and pretty big in size on the drive, designed for Pros thats why beginners have a hard time at first, C++ coding needs "real coding skills" (fundamental understaning of coding is absolut necessary for Unreal devs when you wanna use all its features from C++), slow compiling of shaders and compared to Unity slow code compiling too (forward declarations and FORCEINLINE functions helps alot but even with them its slower that with Unity). Pros: GAS (Gameplay Ability System) which is a whole Framework to manage Abilities ingame with full replication (Multiplayer) already included, Artists love Unreal for its build in features (Material Editor, Animation Blueprints, simple PBR workflow, Niagara VFX, Cascade etc..), Blueprint scripting for fast prototyping or even create whole Gameplay logics with it, precreated components for nearly every usecase (for axample SpringArmComponent which is designed to hold and manage the camera following the player and many many more. There is a reason why big productions mainly use Unreal.
The Linux support in Godot is fantastic. At least with GDScript there is no friction in getting set up or using multiple versions of Godot. The platform feels very first party.
Finally a good video on the topic. Having had experience with Unreal Engine, Unity, GameMaker Studio and Godot, I can say that Godot is a great place to start in gamedev. I taught gamedev a couple years ago and this question would pop often, so I had to explain over and over about how it all depends on what game you want to make and where you want to go with game development. If you're a hobbyist, Godot is the best place to be.
The thing that sets Godot out above all other engines by far imo is how well it works with both 2D and 3D, meaning it's ideal for the new Octopath-style "HD-2D" style that's catching on in indies
With Unity's hotly controversial Terms of Service update going into effect Jan 1st 2024, and major fees being retroactively applied to previous successful releases under Unity, Godot is looking more attractive than ever now!!
For editor extensibility, you don't even have to write a full-scale plugin to do it. For example, let's say you want to easily adjust an enemy's field of view. You can make a few variables for the FOV angle and distance, add the export annotation, and then those variables will appear in the inspector window. Then, you can then annotate the node's script with the tool annotation and add some code to draw the FOV that runs in the editor, all without writing a separate plugin or even creating a separate script.
The #1 reason to use Godot is the Node system imo. It's just a nice way of thinking about how games work. It's like the Unix philosophy of "everything is a file," but applied to the context of game dev rather than file systems.
Nodes are literally just Obejct Oriented Programing. Replace Node with Object and it's exactly like programming in C++ for a terminal application. Just blocks of data/information
I like Godot. I use Godot. But I don't get the worship over the node structure. It's not really all that different from other engines out there. For example, It's just like Unity prefabs, except a) you have the option of not inheriting position by deriving from Node, and b) you can only attach one script, rather than many. So you just detach the many scripts from the unity gameobject and make them child nodes in Godot. That's it. Don't get me wrong, I like Godot, but it isn't that revolutionary. Where I do think that its approach excels is guiding the user toward "falling into success", where good patterns and uncoupled code are promoted as the default. So I think Godot DOES make great strides when it comes to beginners or people who would do horrible, horrible, no good things in less restrictive engines (such as the Unity component spam), but the experienced user just kinda shrugs and looks at them as the same thing. If you're looking at moving to Godot from something like Unity, it's not really all that different IF you write good code, and things should translate almost 1-1. If not, yes, you may experience some friction relearning!
One thing you left out that is amazing about Godot is source control management. The file structure and the way scenes break down into xml makes it easy to check stuff in and out and of something like git. It also makes it easier to understand changes between code checkin. This is far superior to Unreal and Unity where most everything is stored as compressed binaries and you have no idea to see what was added or changed with the latest pull request.
I've watched multiple videos on deciding which engine to use, and they are quick to bash Unreal/Unity never list any cons for Godot other than not being "bloated with features". It feels incredibly biased and it's basically propaganda. If you find a real comparison please share.
@@gogokowai Godot is extremely unoptomized, especially for 3d games. As you can see in this video's comment section, the only reason why people like Godot is because it's very lightweight and installs itself quite fast. Most normal people only install a program once so its only advantage is gone. I can't compare unreal and Unity properly, but I'll totally recommend Unity over Godot ESPSCIALLY for 3d games.
another thing to consider is how long it takes to set up a project most of my experience has been in unreal, and while the complexity allows for you to do some crazy things, it all takes time godot can have a working demo in minutes so in settings where I need all the time I can get (i.e. game jams), godot is my engine of choice unless I'm expressly using a feature that unreal has
I also really like how godot handles UI development. Being able to setup a "style sheet" and just reference and override where needed is so convenient. I prefer that workflow over the widget/prefab workflow of Unreal and Unity. Unity is moving toward the web-markup design model but I think it's overly complicated at the moment.
Really good and objective video! I personally use Unity because i like to code in C# (yes, Godot "supports" C# but it doesn't feel first class as GD-Script) and the unity asset store. I really like the size and speed the Godot-Editor has, compared to it Unity feels very slow. But i am already too familar with Unity for giving it up. From time to time i "play" a bit with godot and maybe one day i might start some new project with it.
I don't get it, how do you not feel C# to be as "first class" as GDScript is? It's worth noting that Unity is stuck to a pretty old version of C# (I think 7.3?), meanwhile Godot supports the latest C# greatness.
I find odd the complain of C# not being well supported in Godot compared to Unity. On one hand, I agree that the built-in editor does not have the best integration. Which you workaround by using an external editor… Which is the only way to do it in Unity, as it does not come with a build-it editor at all. On the other, Godot is ahead in the version of .NET and C# it supports compared to Unity. So, I'd argue that C# support in Godot is actually better than in Unity. With that said, yes, GDScript works better with Godot, because it was designed for it, and evolved with it. That is a privilege it has over any other language. C# is not designed for Godot. What exists in .NET is independent from Godot (notably: async methods, threading, reflection, collection, garbage collector), and it lacks Godot concepts (scene tree, export variables, note paths). They have to bridge those gaps to make it work. From that perspective the work put forth to make C# work with Godot is remarkable, in particular in Godot 4 (e.g. you can now use the event syntax for signals).
@@earthinvader3517 This is not something I was following, because I didn't need it. But for what I gather, there was support for ahead of time compilation in Godot 3.x, which was necessary to support C# for some target platforms. But it was delayed in Godot 4. Mainly due to the migration from Mono to Dotnet. I'm sure they want to support it (for instance Godot 4 uses a lot of code generation instead of reflection to make that easier), but I don't know the plans or when it would be available.
This video answered none of my questions, other than that it can build for linux and windows and it uses some sort of node-based scene data structure. How's the documentation? How does it do terrain? How does it do foliage? How does it handle modular assets? How's the physics? Collision performance? What about path finding? How's the animation system? How do states work? How's the sound system? Audio channel performance, effects? File handling? Does it import fbx well, what other formats? What about texture data? What about sound files? What about custom shaders? What about generative models and textures? How do you build a GUI? Are the widgets any good? Is it buggy? Are the builds buggy? How are the debugging tools?
Based on the recent developments, the statment at 03:00 didn't age very well. Then again, I'm 100% certain that John Riticello didn't consult with you regarding Unity's latest decision. 😁
Personally, one of the things I was most impressed with while using Godot was the speed of getting prototypes up and running, along with the ability to run the game without having to build a windows/linux/mac/android build. From the editor hit the play button and you are testing on your platform in a second. You can also test the specific Scene that you are working on. On most other game engines you have to wait for much longer compilation times and I'm not sure if/how you can test individual scenes in unity/unreal
Um in Unreal you just click play and you can test it out immediately, you can choose to test in-editor or in a separate window, and there's other options too. you don't need to export your project.
@Momchilo ah, sounds neat. Last time I tried unreal, it needed to compile a lot of stuff before even using the editor. I think it took about 20+ minutes before I could even load the editor and I think it was 15-20GB for the editor.
@@lyghtkruz Ah well, depends on your pc. It works really fast for me, but the real speed of Unreal is in its insanely powerful blueprint system, and now with the new tech like Lumen and Nanite, it cuts down development time significantly as you do not need to worry about baking lights etc which is a huge deal. Not to mention that if you also buy the Ultra Dynamic Sky addon you basically have a very strong basis on which to build a game really fast.
@Momchilo yeah assuming working with 3D, yeah that would definitely save time there. Working with 2D not so much. I like to be able to play around with things on the go, so laptops usually. Being able to access godot on my mobile device for instance is a huge plus.
While Godot is the flagship free game development tool right now and the one with the greatest flexibility, I'd be interested to see how it ranks against modern iterations of other popular free engines such as Unigine, Flax, 03DE, Stride3D, Cocos, Gideros, GDevelop, Lumberyard, Defold, etc. Essentially, unless there are any other big developments set to release soon, I think it's about time for an update on recommendations for beginning developers on which engines to choose for specific use cases and the strengths and especially weaknesses of each one.
Well i think O3DE will be the main competitor because its in real active development. I like Stride but its not rly loved and the development is very slow (because of the lack of interested people i guess). Personaly i would like to try Godot 4 for real but it wasnt even possible to get some help with creating a simple PBR material and the "native fbx import" everyone told me wasnt working too, still had to take the FbxToGltf converter 🤷♂ Even after 4 days on Discord i didnt got help with it and after finishing the 3D Starterproject it was still the same.... Using Godot for 3D development seems to be a very frustrating experience. Many friends told me just to ignore it and keep working with Unreal or Unity because the Godot community is big but not pretty helpful at all in 3D at it seems to be true 🤷♂ Me and my friends tried O3DE wich was alot better experience in 3D development because it felt alot more "convenient" to work with. But at the moment O3DE is a bugfest 🤣Time will tell which one of both will take the Open Source 3D crown but i think O3DE will be the clear winner but thats just my opinion 👍
Defold is lighter weight, builds first class on mobile,Linux,Mac,Windows,Switch. 2D only, 3D is a dancing bear. The IDE is minimal, nowhere near as good as Godot; it runs on a (small) new potato. Uses Lua, which is great, the easiest language to use. It can do anything, but you have to read the manual and code everything from scratch.
Unigine... and free? You must be joking... This piece of Unigine demo is the worst of the engines. I speak as a user of both Community Free and Community Pro.
Lumberyard is now Open3DEngine and last time I used it required a super computer but was something similar to Unreal 3 but more wonky. Defold is much more clean and efficient engine than Godot and the scripting language is more powerful and the engine supports more platforms out of the box but very limited in 3D. Stride3D is a kind of an open source Unity and is not bad at all but supports few platforms. I didn't use the other ones. Out of all of these Stride3D and Defold are closest. Stride3D is a kind of hybrid between Unity and Godot and when you use it you gonna feel like using both engines at the same time.
I'm a JS/TS developer professionally and I was working on a hobby game in Unity. But while using C# was nice and felt like the "right way" to do things, I tried Godot and fell in love with GDScript (especially the new incarnation from Godot 4). As you said - it was easy to get started with and the integration with the engine is amazing. It was really trivial to grasp and create functionality in no time.
It’s not perfect no, and 4 is it’s share of issues that I’m sure most of us are annoyed with but also have the highest hopes will be resolved, it’s a WONDERFUL engine that does plenty. I fell in love with it on my potato computer sooo much that when I could finally use Unreal on my brand new computer, I’m still using Godot. The nodes and scenes are just so intuitive to me now 😊
A fair analysis, indeed. Still, at this point, and at my snails pace workflow, I find unity fits my needs by means of support, learnings, and reliability on Mac or WIn11. Unity documentation is immense and there is more than enough help out there to master the important stuff in short. Godot, however, will continue to appeal to the open source community for a long time coming. I play with Godot and work with Unity, if that makes sense.
I'm kinda with you. I think Godot is the future, but tbh there's no reason for me to rush over to it. Eventually I will switch, I think, but it won't be today
Godot weight is literaly the reason why I ended up considering Godot. One aftertoon I downloaded Unity and Godot. Godot was downloaded first and ready to go the moment I clicked on it.
I'm a beginner in indie game development. I've purchased some Unity assets, including Adventure Creator and Playmaker, hoping to create games without programming. However, I'm uncertain whether I should start learning Godot given my waning trust in Unity after their policy change. I doubt I'll ever earn more than 200 thousand dollars, but... I feel like I'm losing faith in Unity.
Man, Epic has a great business model when it comes to Unreal Engine. Epic is a games company that also happened to release their engine for others to consume but it's definitely not their largest money maker. Their largest money makers by far are Fortnite and their game store. This also allows Epic to do things like help fund Godot without hurting their business. It's good PR, people see this and are like "Okay, lets release on the Epic game store". They are extremely business savvy in this way.
I suspect Godot is much better for 2D than Unreal is for 2D, so Epic isn't concerned about game engine customers being drawn from Unreal (who primarily make 3D). But if Godot gets better at 2D, then it can only realistically take customers away from Unity
Speaking of UE and Verse, Epic just very recently announced Unreal Editor for Fornite (I reckon it'll be akin to Source 2 Hammer Editor for HL Alyx), which is coming out next week, and includes Verse. So, yeah, it's officially out there, at least in this capacity.
I know quite well unity and few other engines. I could simply choose for you - use any engine you like which keeps you motivated. If you are a game enthusiast it’s a valid option. If you want to work in the industry, to publish games on different platforms with commercial features such as monetization, metrics so on - just pick unity or unreal.
tbh i wanted to use Godot because "you own what you make" but i dont like the mainly supported language GScript or what ever you call idk and it doesnt have an ECS or similar system built-in so i have been looking into Bevy game engine, it seems cool but just waiting for better alternatives, using unity atm this might change later
Well if you're looking in to bevy then I'm guessing you're more interested in programming in rust than just getting a game built (totally reasonable - that's how I feel half the time) so godot might just not be the right fit for you. You can use rust through the extensions tho if you want - although it's probably more if a pain than just writing in gdscript - which while isn't the most feature rich language (I'd love some static typing), it's extremely productive for just "getting shite done". ECS in godot would be really nice tho I agree. But your standard OOP structured game does tend to be more intuitive for the masses, so I'm sure that's their focus for now (didn't it take forever for unity to support ECS?)
@@criptych much of the benefit you get from ECS are from performance because the your code becomes highly vectorizable / SOA. You do not get this from the node system.
By far the most unique feature to Godot in this context I think is the eNet scene tree integration. You can with incredible ease create games with serverless multiplayer without having to handle barely any of the weird quirks of network programming. It just works!
@@Flavelius Yes and no. Just because you do it yourself does not mean that it is any more secure. The only difference being that you are the one putting in the vulnerabilities. And since at least I am not a network engineer with several decades of network coding experience, I have no illusions that I will be able to write more secure network code than Fabio that has written this one. ☺
Can confirm: Godot runs well on a 12-13 year old Lenovo ThinkPad T520 with Windows 10 and just 4GB of RAM. I got it working just a couple of days ago. Had to quite a struggle with the graphics drivers. It took a bit to find out that NVidia still offers updates to the Quadro M4200 graphics chip used in it. The one that comes with Win10 is just too old and Godot fails to load with it. I would recommend sticking to 3.5 atm. 4.0 works in compatibilty mode (Vulcan is not supported by the graphics chip), but since that's not completed yet, it doesn't make much sense to use it right now.
I didn't have any problem with build for Linux and mac on Unity, but if you don't check if your project build good you can have problem even in Windows
Run a demo project and look at your htop stats / system resources. Also Godot compiles in seconds. That really surprised me. It's like it only does a cleanup run and copies that to a bundle.
When using Unity, I never succeeded to get to writing a shader. I could use the visual shader editor but could never find how to write directly the shader in text. That basically prevented me from adding raymarching clouds in my game. There were too many unity versions, too many renderers, none of the tutorials I found would work. With Godot, you just open the shader editor and you can start playing. Simple.
Thank you for this vid, it was really helpful! I think simplicity is its shining feature for me. As much as I like Unreal’s strengths and how “proven” it is, it’s an overstimulating bloated mess to get started in. G4 def came at the right time
Question: Is 3D game development in Godot4 a viable option now compared to Godot3? I have heard 3D development wasn't fully feature complete in Godot3 or to say it differently: Godot3 was (what I have heard) not yet well suited for simple, easy and hassle-free 3D development. - Has Godot4 improved in a way so now a game dev novice / beginner can develop 3D games with Godot4 without much hassle or headache? - How would 3D development compare between Godot4 and Unity? - What are features for 3D development which are currently still not available / lacking in Godot4 compared to Unity? Or are the 3D features in Godot4 now "good enough"? Thanks for any constructive answers. Please no flame war or fan club ideology (for either engine). I just want simple, honest answers. Thank you.
Nope, forget about it. Im not even a beginner in gamedevelopment (8 years experience - 5 in Unity, 3 in Unreal - 5 finished Games in total) and even creating something simple like a PBR material seems to be impossible by default. Was looking for help on the Discord but simply got none within 4 days 🤷♂ Even after finishing the 3D Starterproject and deep dive into the docs it was simply impossible. For 3D take a look at Stride or O3DE when you wanna get some Open Source stuff but Godot wont handle it in a useful matter.
@@klausklavikus3836 impossible? It easy, just put the textures where they Are and make the necessary changes. If normal maps seem inverterted, jjust click on it check that says invert y.
@@klausklavikus3836 Thank you for your answer. I ask myself if your example is a) an indicator for a large set of still unsolved problems in 3D development in Godot4 or b) an element of a small set of remaining problems / bugs / quirks.
About Godot 4 - wait for Godot 4.1 - no it's not because of a meme xD Developers pushed to 4.1 some features that they had no time to implement for 4.0
Alternate perspective. 5 years in Unity, UX/UI and tooling for college level Edutainment apps. It's "good enough" for 3D in Godot 4. Where as in Godot 3 it was an absolute no-go. My work is moving to Godot 4 from Unity, for a whole number of reasons. It's not EASY like Unity is, with its many ways of covering 3D asset setup sins. Our biggest issue was having to roll back to Maya to fix some of our oldest animation assets that did NOT want to play nice with either Blender or the Godot FBX import pipeline. The animation retargeting was going completely haywire. The Blender to Godot pipline is improved, but can be a bit shaky still. I would compare it to a Unity 5 or Unity 2017 experience. For 3D work. Yes, "Good Enough". In that it once you get assets in, it works. No, not Unity "it just works" level. If you want to get out of Unity, and are not trying to lasso the Unity HDR Pipeline, Godot 4 will likely do what you need.
While the code-base isn't bad as other engines (probably), it honestly isn't that easy unless you are used to setting up code-bases. There is a good bit of setup with scons, visual studio stuff, etc. Also, getting used to the boilerplate and how to structure your code takes time in order to be effective. I agree that the source code is nice to extend, but you write it off as being easy (almost make it sound near effortless) when it is not. It is just flexible is the right word. I (for instance) love using C++ for classes across my project and gdscript for everything else just because I am not a big fan of how gdscript does classes (just my personal opinion). Edit: The documentation is also incredibly sparse, and the stuff you do find will probably be out of date (which is hard to verify before you find out nothing is working). Expect to set aside a week for development if you are not comfortable with setting up specialized C++ code bases. Learning Godot's source code feels like you just got a new job tbh
it's honestly just windows' bad python support and lack of any kind of package manager. on linux you literally run one command to install deps, another to clone the repo, and a third to build, and that's it. like 10 minutes if you've ever compiled anything before and maybe an hour if you haven't. but yeah, if you do have to use windows and don't already have a c++ development environment set up for other reasons, then i could see how it might take a few days. once you've done that the codebase is a pleasure to work with though. you really just have to worry about the stuff in the scene subdirectory if you're just extending things with custom nodes and resources, but if you do need to go deeper, each module is decoupled into these "server" interface things that make it easy to figure out where to look for any given part of the engine's behavior.
the only games i know that were made in godot were all 2d, so i was a little worried I'd have to finagle my way into a 3d game if i wanted. And with Unity self destructing, i was worried that i might have to pay for 2 different engines to try and make the 2d and 3d games i want to make. so thanks for the reassurance that godot can be my replacement of unity!
Uhh, after I heard the size I was already on board dude, you just kept sweetening the deal. The only free, and source available os software, I’m grinning like the joker jumping around rn , here we gooo.
Great video, I came here knowing nothing about Godot. I would be interested in the vidoes you mentioned about Unreal and Unity like this. Also interested in the weaknesses of these engines.
@8:30 This is why I'm using Godot! Started my 2D pet project using Unreal 4 but just ran into too many issues, mainly because I'm an inexperienced programmer (hobbyist) of course, but I have not encountered any of the Unreal issues in Godot so far, touch wood.
idk man I am 3 years on Godot and amount of bugs I encountered is like 1 engine bug per week or two. To be fair I didn't use any other engine but as an example, yesterday I spent few hours because my project bricked out of nowhere and there is no errors in console, after sweaty hours I figured it was because I added parallax mapping to grass shader and it didn't work well with instancing on scatter add-on. Today I spent 8 hours trying to fix bug in state machine and figured it wasn't my bug, statemachine is bugged in my case trying to travel from node to node because one is looped. I can write book on bugs and workarounds for godot bugs lol.
How is it for folks who have never developed a full game? I'm just getting started with unity, and feel like I'm getting the hang of C#. But it's my first exposure to programming. For someone who is a total noob, is it worth switching to Godot now? Or would you recommend finishing some games in unity first and then switching later?
You can make games in all 3 engines. Important is to stick to one and get good enough so that you can realize your ideas. There is a lot to learn. Just tinkering around in different engines can be an unproductive time waster. So try out Godot, and then really stick to Godot or Unity.
In general: for a beginner, I don't think it is very useful to decide based on pros and cons. The big engines are equally capable for the basic tasks (you are unlikely to push the engine to its limits on your first project). Instead, give each engine about a week of to try them out. Then stick with the one you liked until you feel you have a good understanding of it, which might mean to complete a few projects. Then you will find that picking another engine is easier, because a lot of the concept translate form one to the other. Afterwards you can pick which one to use for an specific project based on pros and cons. In particular: right now, I believe Godot is more beginner friendly. But the Godot 4 was released not too long ago. So consider waiting for a minor release before switching, because right now there are some issues being found now that a larger community is playing with it. That should also give some time for more tutorials and stuff to come out.
if you like unity just keep using it. i prefer godot personally, but for a beginner it's more important to stick to something that will let you progress past the basics, otherwise you'll just learn how to write a "for" loop in a bunch of different languages and never learn how to make a game. there will be plenty of time to experiment with different engines later.
Here is a big one compared to Unity: you can code in the Editor. You do not need to hook up an external VS Code and the bash your head against the wall if it decides to be stupid and suddenly kill your code completion. You just have it, no questions asked
I see the biggest problem is that godot doesn't have a lot of code written compared to Unity. If you need an editor in Godot, it's a matter of 10 full-time programmers. What is in unity default for one click.
I started making a rust extension for the core loop in my game, and Godot-Rust is really well done. I've also written a C++ extension which felt more kludgy because Rust's macro system is incredible even though the engine's written in C++! Unfortunately, godot-rust is not finished, especially for Godot 4. It's way better than it was a year ago when Godot 4 was in beta. Hopefully they'll add iOS and Android support by the time the game's done.
And...it a weird question to ask, but...is it very, very beginner friednly where tt explains enough for someone liek say me, who want to make 3d or even 2d games. I won't feel lost with the menus and such? And when you say open source- which I know you mean coding and such. But that means I can also import existing things or posisble creation I already made? Or is it possible to make characters and whatnot within the Godot engine? Or I still need to sue something like Blender and such for 3d character making and landscapes and whatnot? If that make sense of course lol.
i'm trying to understand godot as my first game engine but i'm having a hard time learning it. what do i mean by first. [I tried to learn various engines and godot and i could never learn the fundamentals of them]
I hope someday they add some SDF modeling, texturing approach in Godot! like Dreams or Unbound or Womp, Magica CSG, it's a very cool , somehow new approach in modeling, texturing...
@@Sprogster Godot already has some SDF first of all so why not improving it! second it is very helpful to Artist to stay in one tool to create without distraction it helps them a lot, third Unreal engine and Unity are able to create models and texture, sculpt, rig, animate, this is called progress and in future they will become even better so best Godot keep it up, it's very helpful for creators to stay in one place make their creations without dealing with another software!
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At I really like ue4 and I spent a year learning this and I am not switching even I have a small potato.
Yes more please!
What game engine's the most flexable in your opinion?
This has unexpectedly become much more relevant, lol.
I got a potato, 4 double a batteries, 14 gauge wire, and a Intel Pentium 4 processor with a small 6" screen, and Godot is running flawlessly.
I have Godot on a portable USB drive. I just plug it into any computer, laptop and am able to code and develop from anywhere without syncing. It's just such a comfortable solution. No internet connection required, no accounts, no annoying updates.
Yeah. And installing Unreal Engine takes like 60 gb. It's bloated with unnecessary features.
That's because godot has nothing going on for it. You can tell it is an inferior engine by the trash games that are being made with it. I am yet to see anything special in godot. There are better free solutions out there. Flax and stride are easily better. Also comparing godot with Unity, unreal or unigine is just ludicrous.
@@leeoiou7295 You do know that unity used to have the renown of the "shit engine for making shit games" do to the deluge of shitty games made for it?
@@nicolausteslaus Afaik Unreal 4 "only" took 30 gb to install, but Unreal 5 doubled the bloat and is now 60 gb lol.
@@leeoiou7295 things take time. Many people had the same thoughts about Unity, because a lot of the games released with it were from new programmers who had easy access to a game engine. Godot is filling that same space right now. But I bet you there are studios making "proper" and big games in Godot already.
If I'm not mistaking, Nintendo even has a fork of Godot which was used for Sonic Colors: Ultimate.
Give it time.
How many people watching this after Unity price change?
Yep yep! All the more reason to give it a look now!
fee revenue change*
I am. My school was using Unity for video game class. Now it will try out Godot. It reminds me of the time that Dungeons and Dragons changed its copyright policy to be stricter. Some fans got angry, and then they flocked to Pathfinder.
yes
As a hobbyist, Godot maximizes my time spent developing. GDScript or C# (4.0 vastly improved C#, btw), doesn't matter. When I have half an hour at the end of the day to develop, Godot is up and running in seconds, and I can have three featuers done by the time Unity would have opened my project and reimported my assets after a package update.
I say this after ~15 years of working with Unity.
Got any games i should check out?
@@mr_sauce_cooks yeah😂😂😂 some people come here talking shit and add (+ x years working with...)
@@ferdinandkasangati5089 actually i was looking for a game he made didn't mean to tease the guy or anything
@@mr_sauce_cooks sure my bro,
Btw which engine do you use?
@@ferdinandkasangati5089 godot
I'm here because of the new Unity pricing plan.
I was learning Unity, but now I'm switching to Godot.
Well good thing you moved before you had to invest time on unity.
If you're a C# developer... don't.
@@ItsDuxzii If those C# scripts target some other API, such as Unity's...probably not. Godot is a completely different framework. It's not a copy-paste replacement.
Unity is still free if you don't make over $100,000USD. The pricing is the least important reason Godot is so awesome.
Good luck taking 10x longer to create something.
Great video but it left out one major thing that I absolutely love about Godot. The documentation is bundled in with the engine. If you're a weird tech enthusiast, like me, you might like working in weird situations. If you don't have internet and need to figure something out, all the documentation is built in. Everything is built in.
You can develop so much with Godot, and all you need is a single file. The engine has a code editor and it includes documentation... it's incredible. I'll never get over the fact that I could make pretty much anything in a pinch as long as I have a usb with godot 3.5+ and godot 4+ on it and a device to run it on. That is all it takes to have a development suite that can create games, mobile apps, websocket servers... I've even built a prototype CDN using Godot as a little fun 1 day project. Heck, I even built a tool that syncs my current Godot scene into Neos using websockets, and I didn't have to use any external tools.
I'm not sure about most tools or languages, but you can generate the docs for Rust with a simple, built-in command (cargo doc). So, this also applies to Rust game engines, like Baby.
I often bemoan the death of adobe flash; not as a technology, but as the most accessible learning environment for software development. The app came with an IDE, comprehensive documentation, compiler, and runtime, all in one executable. It's how I transitioned from my career as a graphic designer into a front end developer 20 years ago. If I were trying to do the same thing today I don't know if I would be able to make it through the soup of esoteric tools and frameworks required just to get to hello world.
This is quite exciting to hear.
One thing I wish is embedding the engine itself as a library/framework for another app: I was trying to embark on quite a weird task myself (for iOS Swift learning purposes, to test those waters) and would have loved to be able to embed this engine as a runtime .framework on an iOS app.
It does work for Android already it is my understanding though.
I'm re-learning C/C++ with Godot's source code. I heard a good things about Godot's clean code, modularity, and more. So far so good. No compilation error at all from master branch. Not related to game development but Godot's future is bright as long as contributors keep up with good code quality.
That's the fun with open source projects :D
If I were to do that, I would edit it to be able to take C++ code as it's scripting language instead of it's own scripting language.
@@CoolModderJaydonX Yeah. The engine should allow C++ as one of native scripting languages but I get why they won't allow it due to C++'s steep learning curve compared to other high-level programming languages.
@@memebro3181 godot has a very nice c++ api. look up gdextensions.
I looked at Godot's code 4 years ago and it was horrible. I couldn't even figure out how the main game loop worked, couldn't identify a clear structure behind that.
Unity just sent me to this video.
TOTALLY INTERESTED in videos about "Why Not Use"
Totally interested 1000%
I think that many would learn something from hearing "why not use UE".
@@GonziHere
Cons:
Monolithic and pretty big in size on the drive, designed for Pros thats why beginners have a hard time at first, C++ coding needs "real coding skills" (fundamental understaning of coding is absolut necessary for Unreal devs when you wanna use all its features from C++), slow compiling of shaders and compared to Unity slow code compiling too (forward declarations and FORCEINLINE functions helps alot but even with them its slower that with Unity).
Pros:
GAS (Gameplay Ability System) which is a whole Framework to manage Abilities ingame with full replication (Multiplayer) already included, Artists love Unreal for its build in features (Material Editor, Animation Blueprints, simple PBR workflow, Niagara VFX, Cascade etc..), Blueprint scripting for fast prototyping or even create whole Gameplay logics with it, precreated components for nearly every usecase (for axample SpringArmComponent which is designed to hold and manage the camera following the player and many many more. There is a reason why big productions mainly use Unreal.
Adding a comment just to say I agree
One big thing keeping me from it personally is no concept of terrains
The Linux support in Godot is fantastic. At least with GDScript there is no friction in getting set up or using multiple versions of Godot. The platform feels very first party.
The Godot core developers are all Linux users so that's why
Finally a good video on the topic. Having had experience with Unreal Engine, Unity, GameMaker Studio and Godot, I can say that Godot is a great place to start in gamedev. I taught gamedev a couple years ago and this question would pop often, so I had to explain over and over about how it all depends on what game you want to make and where you want to go with game development. If you're a hobbyist, Godot is the best place to be.
Welp there's a whole new reason now
The thing that sets Godot out above all other engines by far imo is how well it works with both 2D and 3D, meaning it's ideal for the new Octopath-style "HD-2D" style that's catching on in indies
The thing that sucks about it is no selection system for tools without looking at a list and/or typing something to find it. Terrible!
Another reason is what happened last week, with the Runtime install fees from unity xD
Thats... why im here
I was recommended this video, for some mysterious reason.
For the first time, UA-cam algorythm is on point lol
this aged well
3:00 man this aged like fine wine.
With Unity's hotly controversial Terms of Service update going into effect Jan 1st 2024, and major fees being retroactively applied to previous successful releases under Unity, Godot is looking more attractive than ever now!!
I am very happy that our community will grow and help each other 🙂
You mean you prefer typing names of things in order to find them from a list in order to create something?
I think that videos about negatives of Godot 4 and other topics you mentioned at the end would be cool, can't wait for them 😉
Unity answered the question for us.
Make anything in GoDot yet?
For editor extensibility, you don't even have to write a full-scale plugin to do it. For example, let's say you want to easily adjust an enemy's field of view. You can make a few variables for the FOV angle and distance, add the export annotation, and then those variables will appear in the inspector window. Then, you can then annotate the node's script with the tool annotation and add some code to draw the FOV that runs in the editor, all without writing a separate plugin or even creating a separate script.
Aged like fine wine
youtubers who made videos about other engines are making the real bread for now even dani is back to life
The #1 reason to use Godot is the Node system imo. It's just a nice way of thinking about how games work. It's like the Unix philosophy of "everything is a file," but applied to the context of game dev rather than file systems.
Nodes are literally just Obejct Oriented Programing. Replace Node with Object and it's exactly like programming in C++ for a terminal application. Just blocks of data/information
@@GoblinArmyInYourWalls Not really
I like Godot. I use Godot. But I don't get the worship over the node structure. It's not really all that different from other engines out there. For example, It's just like Unity prefabs, except a) you have the option of not inheriting position by deriving from Node, and b) you can only attach one script, rather than many. So you just detach the many scripts from the unity gameobject and make them child nodes in Godot.
That's it. Don't get me wrong, I like Godot, but it isn't that revolutionary. Where I do think that its approach excels is guiding the user toward "falling into success", where good patterns and uncoupled code are promoted as the default. So I think Godot DOES make great strides when it comes to beginners or people who would do horrible, horrible, no good things in less restrictive engines (such as the Unity component spam), but the experienced user just kinda shrugs and looks at them as the same thing.
If you're looking at moving to Godot from something like Unity, it's not really all that different IF you write good code, and things should translate almost 1-1. If not, yes, you may experience some friction relearning!
@@TWKPixelHero It's not like prefabs or an ECS at all imo
Exactly it just feels right. It feels like this is how god intended it to be 😊
One thing you left out that is amazing about Godot is source control management. The file structure and the way scenes break down into xml makes it easy to check stuff in and out and of something like git. It also makes it easier to understand changes between code checkin. This is far superior to Unreal and Unity where most everything is stored as compressed binaries and you have no idea to see what was added or changed with the latest pull request.
The text formats Godot uses are basically INI not XML.
How do you serialize to text in Unity?
Actually prefabs and scenes becomes really heavy as soon as I add components to them, and is so annoying...
Am I missing something? What does Unity store as a binary? Majority is Yaml.
i personally would like to hear more on the pros and cons of the 3 big engines.
I've watched multiple videos on deciding which engine to use, and they are quick to bash Unreal/Unity never list any cons for Godot other than not being "bloated with features". It feels incredibly biased and it's basically propaganda. If you find a real comparison please share.
@@gogokowai Godot is extremely unoptomized, especially for 3d games. As you can see in this video's comment section, the only reason why people like Godot is because it's very lightweight and installs itself quite fast. Most normal people only install a program once so its only advantage is gone. I can't compare unreal and Unity properly, but I'll totally recommend Unity over Godot ESPSCIALLY for 3d games.
@@LordTrashcanRulez Well, that, and you can't beat their licensing. Unity and Unreal with both gouge you. Godot won't even ask you to credit them.
Unity gave some devs a reason to move to a different game engine ^^"
another thing to consider is how long it takes to set up a project
most of my experience has been in unreal, and while the complexity allows for you to do some crazy things, it all takes time
godot can have a working demo in minutes
so in settings where I need all the time I can get (i.e. game jams), godot is my engine of choice unless I'm expressly using a feature that unreal has
I think that it's fair to say that Unity themselves gave us an answer to this question.
With the news about Unity that just came out, I am actually considering switching to Godot or UE.
UE I get but GoDot, you'll go right back to UE or Unity if you understand tool design and what's important.
new reason to use godot.
I also really like how godot handles UI development. Being able to setup a "style sheet" and just reference and override where needed is so convenient. I prefer that workflow over the widget/prefab workflow of Unreal and Unity. Unity is moving toward the web-markup design model but I think it's overly complicated at the moment.
Really good and objective video! I personally use Unity because i like to code in C# (yes, Godot "supports" C# but it doesn't feel first class as GD-Script) and the unity asset store. I really like the size and speed the Godot-Editor has, compared to it Unity feels very slow. But i am already too familar with Unity for giving it up. From time to time i "play" a bit with godot and maybe one day i might start some new project with it.
I don't get it, how do you not feel C# to be as "first class" as GDScript is? It's worth noting that Unity is stuck to a pretty old version of C# (I think 7.3?), meanwhile Godot supports the latest C# greatness.
I find odd the complain of C# not being well supported in Godot compared to Unity. On one hand, I agree that the built-in editor does not have the best integration. Which you workaround by using an external editor… Which is the only way to do it in Unity, as it does not come with a build-it editor at all. On the other, Godot is ahead in the version of .NET and C# it supports compared to Unity. So, I'd argue that C# support in Godot is actually better than in Unity.
With that said, yes, GDScript works better with Godot, because it was designed for it, and evolved with it. That is a privilege it has over any other language.
C# is not designed for Godot. What exists in .NET is independent from Godot (notably: async methods, threading, reflection, collection, garbage collector), and it lacks Godot concepts (scene tree, export variables, note paths). They have to bridge those gaps to make it work. From that perspective the work put forth to make C# work with Godot is remarkable, in particular in Godot 4 (e.g. you can now use the event syntax for signals).
Does godot compile C# to native like Unity's il2cpp?
@@earthinvader3517 This is not something I was following, because I didn't need it. But for what I gather, there was support for ahead of time compilation in Godot 3.x, which was necessary to support C# for some target platforms. But it was delayed in Godot 4. Mainly due to the migration from Mono to Dotnet. I'm sure they want to support it (for instance Godot 4 uses a lot of code generation instead of reflection to make that easier), but I don't know the plans or when it would be available.
well this video's about to jump in traffic LOL
100%
???
This video answered none of my questions, other than that it can build for linux and windows and it uses some sort of node-based scene data structure.
How's the documentation?
How does it do terrain? How does it do foliage? How does it handle modular assets?
How's the physics? Collision performance? What about path finding?
How's the animation system? How do states work?
How's the sound system? Audio channel performance, effects?
File handling? Does it import fbx well, what other formats? What about texture data? What about sound files?
What about custom shaders? What about generative models and textures?
How do you build a GUI? Are the widgets any good?
Is it buggy? Are the builds buggy? How are the debugging tools?
Based on the recent developments, the statment at 03:00 didn't age very well. Then again, I'm 100% certain that John Riticello didn't consult with you regarding Unity's latest decision. 😁
Personally, one of the things I was most impressed with while using Godot was the speed of getting prototypes up and running, along with the ability to run the game without having to build a windows/linux/mac/android build. From the editor hit the play button and you are testing on your platform in a second. You can also test the specific Scene that you are working on. On most other game engines you have to wait for much longer compilation times and I'm not sure if/how you can test individual scenes in unity/unreal
Um in Unreal you just click play and you can test it out immediately, you can choose to test in-editor or in a separate window, and there's other options too. you don't need to export your project.
@Momchilo ah, sounds neat. Last time I tried unreal, it needed to compile a lot of stuff before even using the editor. I think it took about 20+ minutes before I could even load the editor and I think it was 15-20GB for the editor.
You can run your scene in unity
@@lyghtkruz Ah well, depends on your pc. It works really fast for me, but the real speed of Unreal is in its insanely powerful blueprint system, and now with the new tech like Lumen and Nanite, it cuts down development time significantly as you do not need to worry about baking lights etc which is a huge deal.
Not to mention that if you also buy the Ultra Dynamic Sky addon you basically have a very strong basis on which to build a game really fast.
@Momchilo yeah assuming working with 3D, yeah that would definitely save time there. Working with 2D not so much. I like to be able to play around with things on the go, so laptops usually. Being able to access godot on my mobile device for instance is a huge plus.
Aged like fine whisky in an oak barrel
How long do you think it's gonna take people to flock to godot and give it a complete makeover after Unity did what they did?
Unity will die
More than ten years.
While Godot is the flagship free game development tool right now and the one with the greatest flexibility, I'd be interested to see how it ranks against modern iterations of other popular free engines such as Unigine, Flax, 03DE, Stride3D, Cocos, Gideros, GDevelop, Lumberyard, Defold, etc.
Essentially, unless there are any other big developments set to release soon, I think it's about time for an update on recommendations for beginning developers on which engines to choose for specific use cases and the strengths and especially weaknesses of each one.
Well i think O3DE will be the main competitor because its in real active development. I like Stride but its not rly loved and the development is very slow (because of the lack of interested people i guess).
Personaly i would like to try Godot 4 for real but it wasnt even possible to get some help with creating a simple PBR material and the "native fbx import" everyone told me wasnt working too, still had to take the FbxToGltf converter 🤷♂
Even after 4 days on Discord i didnt got help with it and after finishing the 3D Starterproject it was still the same....
Using Godot for 3D development seems to be a very frustrating experience. Many friends told me just to ignore it and keep working with Unreal or Unity because the Godot community is big but not pretty helpful at all in 3D at it seems to be true 🤷♂
Me and my friends tried O3DE wich was alot better experience in 3D development because it felt alot more "convenient" to work with.
But at the moment O3DE is a bugfest 🤣Time will tell which one of both will take the Open Source 3D crown but i think O3DE will be the clear winner but thats just my opinion 👍
Lumberyard "free", ha.
Defold is lighter weight, builds first class on mobile,Linux,Mac,Windows,Switch. 2D only, 3D is a dancing bear. The IDE is minimal, nowhere near as good as Godot; it runs on a (small) new potato. Uses Lua, which is great, the easiest language to use. It can do anything, but you have to read the manual and code everything from scratch.
Unigine... and free? You must be joking... This piece of Unigine demo is the worst of the engines. I speak as a user of both Community Free and Community Pro.
Lumberyard is now Open3DEngine and last time I used it required a super computer but was something similar to Unreal 3 but more wonky. Defold is much more clean and efficient engine than Godot and the scripting language is more powerful and the engine supports more platforms out of the box but very limited in 3D. Stride3D is a kind of an open source Unity and is not bad at all but supports few platforms. I didn't use the other ones. Out of all of these Stride3D and Defold are closest. Stride3D is a kind of hybrid between Unity and Godot and when you use it you gonna feel like using both engines at the same time.
I'm a JS/TS developer professionally and I was working on a hobby game in Unity. But while using C# was nice and felt like the "right way" to do things, I tried Godot and fell in love with GDScript (especially the new incarnation from Godot 4). As you said - it was easy to get started with and the integration with the engine is amazing. It was really trivial to grasp and create functionality in no time.
I would love to see a follow up where you talk the strengths and weaknesses of Godot, Unity and Unreal
It’s not perfect no, and 4 is it’s share of issues that I’m sure most of us are annoyed with but also have the highest hopes will be resolved, it’s a WONDERFUL engine that does plenty.
I fell in love with it on my potato computer sooo much that when I could finally use Unreal on my brand new computer, I’m still using Godot.
The nodes and scenes are just so intuitive to me now 😊
Good thing you uploaded this 6 months in advance!
Loved the features list and comparison. Please do it with other engines, too
A fair analysis, indeed. Still, at this point, and at my snails pace workflow, I find unity fits my needs by means of support, learnings, and reliability on Mac or WIn11. Unity documentation is immense and there is more than enough help out there to master the important stuff in short. Godot, however, will continue to appeal to the open source community for a long time coming. I play with Godot and work with Unity, if that makes sense.
I'm kinda with you. I think Godot is the future, but tbh there's no reason for me to rush over to it. Eventually I will switch, I think, but it won't be today
This didn't age well 😋
Thanks Unity, I am now learning about Godot!
Godot weight is literaly the reason why I ended up considering Godot.
One aftertoon I downloaded Unity and Godot. Godot was downloaded first and ready to go the moment I clicked on it.
I would also be interested in additional pro and con videos.
I'm a beginner in indie game development. I've purchased some Unity assets, including Adventure Creator and Playmaker, hoping to create games without programming. However, I'm uncertain whether I should start learning Godot given my waning trust in Unity after their policy change. I doubt I'll ever earn more than 200 thousand dollars, but... I feel like I'm losing faith in Unity.
You can run it on a raspberry pi! Someone compiled the editor for it
Who's here because of the Unity news? 😂💀
Man, Epic has a great business model when it comes to Unreal Engine. Epic is a games company that also happened to release their engine for others to consume but it's definitely not their largest money maker. Their largest money makers by far are Fortnite and their game store. This also allows Epic to do things like help fund Godot without hurting their business. It's good PR, people see this and are like "Okay, lets release on the Epic game store". They are extremely business savvy in this way.
And Fortnite is also their game engine flex, especially with the last chapter Lumen & Nanite 😁
I suspect Godot is much better for 2D than Unreal is for 2D, so Epic isn't concerned about game engine customers being drawn from Unreal (who primarily make 3D). But if Godot gets better at 2D, then it can only realistically take customers away from Unity
Speaking of UE and Verse, Epic just very recently announced Unreal Editor for Fornite (I reckon it'll be akin to Source 2 Hammer Editor for HL Alyx), which is coming out next week, and includes Verse. So, yeah, it's officially out there, at least in this capacity.
I know quite well unity and few other engines. I could simply choose for you - use any engine you like which keeps you motivated. If you are a game enthusiast it’s a valid option. If you want to work in the industry, to publish games on different platforms with commercial features such as monetization, metrics so on - just pick unity or unreal.
tbh i wanted to use Godot because "you own what you make"
but i dont like the mainly supported language GScript or what ever you call idk
and it doesnt have an ECS or similar system built-in
so i have been looking into Bevy game engine, it seems cool
but just waiting for better alternatives, using unity atm
this might change later
c# is also the mainly supported language directly by the devs, it's not just gdscript. Not to mention c++ if u want to get even lower.
Well if you're looking in to bevy then I'm guessing you're more interested in programming in rust than just getting a game built (totally reasonable - that's how I feel half the time) so godot might just not be the right fit for you. You can use rust through the extensions tho if you want - although it's probably more if a pain than just writing in gdscript - which while isn't the most feature rich language (I'd love some static typing), it's extremely productive for just "getting shite done".
ECS in godot would be really nice tho I agree. But your standard OOP structured game does tend to be more intuitive for the masses, so I'm sure that's their focus for now (didn't it take forever for unity to support ECS?)
Not too familiar with it yet, but it seems like it works the same as ECS, except that Entities and Components are both just Nodes.
@@criptych much of the benefit you get from ECS are from performance because the your code becomes highly vectorizable / SOA. You do not get this from the node system.
By far the most unique feature to Godot in this context I think is the eNet scene tree integration. You can with incredible ease create games with serverless multiplayer without having to handle barely any of the weird quirks of network programming. It just works!
But you have to be aware that this is the 'i don't care how it works' way, which is not how you create a secure multiplayer.
@@Flavelius Yes and no. Just because you do it yourself does not mean that it is any more secure. The only difference being that you are the one putting in the vulnerabilities. And since at least I am not a network engineer with several decades of network coding experience, I have no illusions that I will be able to write more secure network code than Fabio that has written this one. ☺
"There is never going to be a price tag on the unity engine, if there is, it's because you're making bank."
Ahead of it's time lmao
Derp
Can confirm: Godot runs well on a 12-13 year old Lenovo ThinkPad T520 with Windows 10 and just 4GB of RAM. I got it working just a couple of days ago. Had to quite a struggle with the graphics drivers. It took a bit to find out that NVidia still offers updates to the Quadro M4200 graphics chip used in it. The one that comes with Win10 is just too old and Godot fails to load with it. I would recommend sticking to 3.5 atm. 4.0 works in compatibilty mode (Vulcan is not supported by the graphics chip), but since that's not completed yet, it doesn't make much sense to use it right now.
2:45 "That one didn't age quite so well"
I didn't have any problem with build for Linux and mac on Unity, but if you don't check if your project build good you can have problem even in Windows
You are not out of date about Unreal or Unity on Linux, it's a big reason why I use Godot
Same experience, when I tried either engine on linux, the editors would bug out all the time. Meanwhile Godot works perfectly on all platforms 👌
Run a demo project and look at your htop stats / system resources.
Also Godot compiles in seconds. That really surprised me. It's like it only does a cleanup run and copies that to a bundle.
Newbie here, if i first use godot will it be hard to switch to unity? Since my college using unity as an engine. But i always want to try Godot xD
When using Unity, I never succeeded to get to writing a shader. I could use the visual shader editor but could never find how to write directly the shader in text. That basically prevented me from adding raymarching clouds in my game. There were too many unity versions, too many renderers, none of the tutorials I found would work. With Godot, you just open the shader editor and you can start playing. Simple.
Thank you for this vid, it was really helpful!
I think simplicity is its shining feature for me. As much as I like Unreal’s strengths and how “proven” it is, it’s an overstimulating bloated mess to get started in. G4 def came at the right time
Funny how the youtube algorythm brings me this video just when every dev is now abandoning Unity due to their new fee per install.
This week would be a good time for an update, eh?
1:50 though I'd love to see an UNREALER Engine.
If I want to learn about the Godot source code, what's the best place to start?
Part of me is thinking about doing a video on this, navigating the Godot source code. Is there interest?
@@gamefromscratch indeed!
@@gamefromscratch YES, that would be wonderful. There's definitely interest. This's THE definition of GameFromScratch after all :)
I answered the question "How is the Godot Engine itself structured?" in StackOverflow, my answer might help you find your way in the source code.
@@Theraot thank you. will check it out
This video needs to be updated
Question: Is 3D game development in Godot4 a viable option now compared to Godot3?
I have heard 3D development wasn't fully feature complete in Godot3 or to say it differently: Godot3 was (what I have heard) not yet well suited for simple, easy and hassle-free 3D development.
- Has Godot4 improved in a way so now a game dev novice / beginner can develop 3D games with Godot4 without much hassle or headache?
- How would 3D development compare between Godot4 and Unity?
- What are features for 3D development which are currently still not available / lacking in Godot4 compared to Unity? Or are the 3D features in Godot4 now "good enough"?
Thanks for any constructive answers. Please no flame war or fan club ideology (for either engine). I just want simple, honest answers. Thank you.
Nope, forget about it.
Im not even a beginner in gamedevelopment (8 years experience - 5 in Unity, 3 in Unreal - 5 finished Games in total) and even creating something simple like a PBR material seems to be impossible by default. Was looking for help on the Discord but simply got none within 4 days 🤷♂
Even after finishing the 3D Starterproject and deep dive into the docs it was simply impossible.
For 3D take a look at Stride or O3DE when you wanna get some Open Source stuff but Godot wont handle it in a useful matter.
@@klausklavikus3836 impossible? It easy, just put the textures where they Are and make the necessary changes. If normal maps seem inverterted, jjust click on it check that says invert y.
@@klausklavikus3836 Thank you for your answer. I ask myself if your example is a) an indicator for a large set of still unsolved problems in 3D development in Godot4 or b) an element of a small set of remaining problems / bugs / quirks.
About Godot 4 - wait for Godot 4.1 - no it's not because of a meme xD Developers pushed to 4.1 some features that they had no time to implement for 4.0
Alternate perspective. 5 years in Unity, UX/UI and tooling for college level Edutainment apps. It's "good enough" for 3D in Godot 4. Where as in Godot 3 it was an absolute no-go. My work is moving to Godot 4 from Unity, for a whole number of reasons. It's not EASY like Unity is, with its many ways of covering 3D asset setup sins. Our biggest issue was having to roll back to Maya to fix some of our oldest animation assets that did NOT want to play nice with either Blender or the Godot FBX import pipeline. The animation retargeting was going completely haywire. The Blender to Godot pipline is improved, but can be a bit shaky still.
I would compare it to a Unity 5 or Unity 2017 experience. For 3D work.
Yes, "Good Enough". In that it once you get assets in, it works.
No, not Unity "it just works" level.
If you want to get out of Unity, and are not trying to lasso the Unity HDR Pipeline, Godot 4 will likely do what you need.
While the code-base isn't bad as other engines (probably), it honestly isn't that easy unless you are used to setting up code-bases. There is a good bit of setup with scons, visual studio stuff, etc.
Also, getting used to the boilerplate and how to structure your code takes time in order to be effective.
I agree that the source code is nice to extend, but you write it off as being easy (almost make it sound near effortless) when it is not. It is just flexible is the right word.
I (for instance) love using C++ for classes across my project and gdscript for everything else just because I am not a big fan of how gdscript does classes (just my personal opinion).
Edit: The documentation is also incredibly sparse, and the stuff you do find will probably be out of date (which is hard to verify before you find out nothing is working). Expect to set aside a week for development if you are not comfortable with setting up specialized C++ code bases.
Learning Godot's source code feels like you just got a new job tbh
it's honestly just windows' bad python support and lack of any kind of package manager. on linux you literally run one command to install deps, another to clone the repo, and a third to build, and that's it. like 10 minutes if you've ever compiled anything before and maybe an hour if you haven't. but yeah, if you do have to use windows and don't already have a c++ development environment set up for other reasons, then i could see how it might take a few days.
once you've done that the codebase is a pleasure to work with though. you really just have to worry about the stuff in the scene subdirectory if you're just extending things with custom nodes and resources, but if you do need to go deeper, each module is decoupled into these "server" interface things that make it easy to figure out where to look for any given part of the engine's behavior.
@@user-lk2vo8fo2q Completely agree with you. I was only thinking about the Windows side of things.
the only games i know that were made in godot were all 2d, so i was a little worried I'd have to finagle my way into a 3d game if i wanted. And with Unity self destructing, i was worried that i might have to pay for 2 different engines to try and make the 2d and 3d games i want to make. so thanks for the reassurance that godot can be my replacement of unity!
I love godot, but would like to see videos for the other engines as well
Is UPBGE worth talking about? Its a GPL license instead of MIT, but I'm wondering if it stacks up.
Uhh, after I heard the size I was already on board dude, you just kept sweetening the deal. The only free, and source available os software, I’m grinning like the joker jumping around rn , here we gooo.
just with the first reason, I was sold, when I was running Unity my pc wanted to burst into flames
7:33 is this still the case with c# and gd script?
Hey, you need to update the video on the new unity pricing :p
this video is brilliant, alonf with those screen shots of Godot engine ... absolutely convinced me!! over to godot I go!
Please give us uodate about NEON AXIS ENGINE, and its mobike suppor, please : )
Great video, I came here knowing nothing about Godot. I would be interested in the vidoes you mentioned about Unreal and Unity like this. Also interested in the weaknesses of these engines.
Amazing. Bit have you finished any product with it
@8:30 This is why I'm using Godot! Started my 2D pet project using Unreal 4 but just ran into too many issues, mainly because I'm an inexperienced programmer (hobbyist) of course, but I have not encountered any of the Unreal issues in Godot so far, touch wood.
idk man I am 3 years on Godot and amount of bugs I encountered is like 1 engine bug per week or two. To be fair I didn't use any other engine but as an example, yesterday I spent few hours because my project bricked out of nowhere and there is no errors in console, after sweaty hours I figured it was because I added parallax mapping to grass shader and it didn't work well with instancing on scatter add-on.
Today I spent 8 hours trying to fix bug in state machine and figured it wasn't my bug, statemachine is bugged in my case trying to travel from node to node because one is looped.
I can write book on bugs and workarounds for godot bugs lol.
How is it for folks who have never developed a full game? I'm just getting started with unity, and feel like I'm getting the hang of C#. But it's my first exposure to programming.
For someone who is a total noob, is it worth switching to Godot now? Or would you recommend finishing some games in unity first and then switching later?
You can make games in all 3 engines. Important is to stick to one and get good enough so that you can realize your ideas. There is a lot to learn. Just tinkering around in different engines can be an unproductive time waster. So try out Godot, and then really stick to Godot or Unity.
In general: for a beginner, I don't think it is very useful to decide based on pros and cons. The big engines are equally capable for the basic tasks (you are unlikely to push the engine to its limits on your first project). Instead, give each engine about a week of to try them out. Then stick with the one you liked until you feel you have a good understanding of it, which might mean to complete a few projects. Then you will find that picking another engine is easier, because a lot of the concept translate form one to the other. Afterwards you can pick which one to use for an specific project based on pros and cons.
In particular: right now, I believe Godot is more beginner friendly. But the Godot 4 was released not too long ago. So consider waiting for a minor release before switching, because right now there are some issues being found now that a larger community is playing with it. That should also give some time for more tutorials and stuff to come out.
if you like unity just keep using it. i prefer godot personally, but for a beginner it's more important to stick to something that will let you progress past the basics, otherwise you'll just learn how to write a "for" loop in a bunch of different languages and never learn how to make a game. there will be plenty of time to experiment with different engines later.
Not interested in running on Linux? SteamDeck?
Thanks for the content. I would be interested in more of this. So yes, I would like to see a video like this about UE or Unity.
so nodes. would they be remnescient of how one controls scenario flow in arma 3 editor?
Great Video! Yes please on those follow up Video's.
Cuz c# and no installment fees babyyyyy
Here is a big one compared to Unity: you can code in the Editor. You do not need to hook up an external VS Code and the bash your head against the wall if it decides to be stupid and suddenly kill your code completion. You just have it, no questions asked
I see the biggest problem is that godot doesn't have a lot of code written compared to Unity. If you need an editor in Godot, it's a matter of 10 full-time programmers. What is in unity default for one click.
can you please tell me where i can learn gdscript? i am a beginner, I barely know python. Thank you!
I started making a rust extension for the core loop in my game, and Godot-Rust is really well done. I've also written a C++ extension which felt more kludgy because Rust's macro system is incredible even though the engine's written in C++! Unfortunately, godot-rust is not finished, especially for Godot 4. It's way better than it was a year ago when Godot 4 was in beta. Hopefully they'll add iOS and Android support by the time the game's done.
And...it a weird question to ask, but...is it very, very beginner friednly where tt explains enough for someone liek say me, who want to make 3d or even 2d games. I won't feel lost with the menus and such?
And when you say open source- which I know you mean coding and such. But that means I can also import existing things or posisble creation I already made? Or is it possible to make characters and whatnot within the Godot engine? Or I still need to sue something like Blender and such for 3d character making and landscapes and whatnot? If that make sense of course lol.
i'm trying to understand godot as my first game engine but i'm having a hard time learning it. what do i mean by first. [I tried to learn various engines and godot and i could never learn the fundamentals of them]
Great video! I want to use Godot to teach kids coding, so Godot is the only one that will work on many kids devices.
I hope someday they add some SDF modeling, texturing approach in Godot! like Dreams or Unbound or Womp, Magica CSG, it's a very cool , somehow new approach in modeling, texturing...
It's a game engine, not a 3D modeler. That's why we have Blender.
@@Sprogster That or Wings3D, or SculptGL.
@@Sprogster Godot already has some SDF first of all so why not improving it! second it is very helpful to Artist to stay in one tool to create without distraction it helps them a lot, third Unreal engine and Unity are able to create models and texture, sculpt, rig, animate, this is called progress and in future they will become even better so best Godot keep it up, it's very helpful for creators to stay in one place make their creations without dealing with another software!
Just about to start taking lessons on the engine
The 4.1 or whatever update looks pretty solid
I thought Unity pays per download, not over a threshold?