Some people are really tied to Unity. If you dig into the comments of the YouTube video, you can find people trying to claim Godot isn’t a real engine, or is otherwise not good to use. Some people have turned game dev into a team sport in their mind.
I’ve been using Unity since like 2012ish, and currently I actually work for them. I don’t know when it happened or if it was always like this I just didn’t notice but the Unity dev community just seems so rabid to me now. I don’t post/comment in Unity communities anymore because half the time I get obliterated. I’ve been slowly learning Godot and honestly it reminds me of early Unity in a lot of ways back when the focus was on making a coherent engine
Do you mean the latest one they tried? If so that certainly made it worse but the problems I’m talking about I noticed starting years before the pay for installs fuckery
Yeah, I think it’s just a matter of scale on the internet. Early on for unity (and right now, for Godot), it feels like a small community of people working around issues together toward a common goal. If Godot ever reaches the scale and prevalence of unity, I expect the communities to deteriorate into impersonal toxicity just the same. I saw it in reddit subs, and see it in Lemmy communities. I don’t know how to combat it besides jumping ship and starting fresh once it gets unwieldy.
@teawrecks@ArmoredThirteen blender is pretty big and I would say it’s community is still pretty good , especially as someone who has been using it since like 2003… that said maybe blender was just lucky or has yet to start to decay ?
Well that’s reassuring that it’s possible. I wonder how much effort is put into moderation, or if there are any community guidelines that make a difference.
The issue with Godot is it is still missing some critical features for large games. You can’t do level streaming, or texture streaming, which makes it not ideal for any serious large open world game, or really anything large, doesn’t necessarily have to be open world. There are other things as well, like they’re missing a landscape tool still. But, really at least for another couple years it won’t be able to compete.
That’s why I’m sticking with Unreal for a while longer. Godot just isn’t there yet, as much as people want it to be.
I look at it like Unity, which for a long time didn’t have either of those features either. They’ll come in time, and I’m pretty likely to not build an open world survival crafting game anyway, so I won’t miss them for now.
Unfortunately I’ve outgrown the small games I used to make like that. I still do them for game jams, bcz you cant make a large game in a few weeks. but the stuff I want to release on steam requires level streaming. So it’s a non-starter for me that Godot is missing those features.
It is completely fair to say that Unity and UE have tools that Godot doesn’t have, especially wen it comes to open world games that need special consideration. The comments I was commenting on weren’t measure statements about other engines being better than Godot for specific use cases, they were just general hate aimed at Godot for daring to step on Unity’s turf.
Oh yeah, I get that. People are weird sometimes, and tribalistic about odd stuff. Godot was my first game engine, plus it’s completely free, which is a huge bonus. The second Godot has what I need. I will be jumping back to it.
I don’t even have a dog in the fight, but after the monetary BS that Unity pulled last year, I would think that as many projects as possible will drop the engine.
It would help a little bit if every single tutorial for Godot wasn’t for 2D. I know he mentions it in the video but other than saying some of the principles can be transferred over he doesn’t really show any of it, the implication seems to be that it’s only good for 2D even if it can do 3D
As someone who mostly does 3D stuff, I agree. Although he was correct that a lot transfers, I struggle with rotation every single time, and the lack of video content to walk through it is annoying. I’ve read the Godot manual page on it probably 20 times and I feel like I’m no closer to really understanding it. I trail and error it until it behaves the way I expect.
Some people are really tied to Unity. If you dig into the comments of the YouTube video, you can find people trying to claim Godot isn’t a real engine, or is otherwise not good to use. Some people have turned game dev into a team sport in their mind.
Those comments are full of sunk cost fallacy thinking.
I’ve been using Unity since like 2012ish, and currently I actually work for them. I don’t know when it happened or if it was always like this I just didn’t notice but the Unity dev community just seems so rabid to me now. I don’t post/comment in Unity communities anymore because half the time I get obliterated. I’ve been slowly learning Godot and honestly it reminds me of early Unity in a lot of ways back when the focus was on making a coherent engine
Well it happened when Unity changed their license to a money grab license that everyone hates. So now the meta is just fuck-everything-unity
Do you mean the latest one they tried? If so that certainly made it worse but the problems I’m talking about I noticed starting years before the pay for installs fuckery
Yeah, I think it’s just a matter of scale on the internet. Early on for unity (and right now, for Godot), it feels like a small community of people working around issues together toward a common goal. If Godot ever reaches the scale and prevalence of unity, I expect the communities to deteriorate into impersonal toxicity just the same. I saw it in reddit subs, and see it in Lemmy communities. I don’t know how to combat it besides jumping ship and starting fresh once it gets unwieldy.
@teawrecks @ArmoredThirteen blender is pretty big and I would say it’s community is still pretty good , especially as someone who has been using it since like 2003… that said maybe blender was just lucky or has yet to start to decay ?
Well that’s reassuring that it’s possible. I wonder how much effort is put into moderation, or if there are any community guidelines that make a difference.
The issue with Godot is it is still missing some critical features for large games. You can’t do level streaming, or texture streaming, which makes it not ideal for any serious large open world game, or really anything large, doesn’t necessarily have to be open world. There are other things as well, like they’re missing a landscape tool still. But, really at least for another couple years it won’t be able to compete.
That’s why I’m sticking with Unreal for a while longer. Godot just isn’t there yet, as much as people want it to be.
I look at it like Unity, which for a long time didn’t have either of those features either. They’ll come in time, and I’m pretty likely to not build an open world survival crafting game anyway, so I won’t miss them for now.
Unfortunately I’ve outgrown the small games I used to make like that. I still do them for game jams, bcz you cant make a large game in a few weeks. but the stuff I want to release on steam requires level streaming. So it’s a non-starter for me that Godot is missing those features.
It is completely fair to say that Unity and UE have tools that Godot doesn’t have, especially wen it comes to open world games that need special consideration. The comments I was commenting on weren’t measure statements about other engines being better than Godot for specific use cases, they were just general hate aimed at Godot for daring to step on Unity’s turf.
Oh yeah, I get that. People are weird sometimes, and tribalistic about odd stuff. Godot was my first game engine, plus it’s completely free, which is a huge bonus. The second Godot has what I need. I will be jumping back to it.
I don’t even have a dog in the fight, but after the monetary BS that Unity pulled last year, I would think that as many projects as possible will drop the engine.
It would help a little bit if every single tutorial for Godot wasn’t for 2D. I know he mentions it in the video but other than saying some of the principles can be transferred over he doesn’t really show any of it, the implication seems to be that it’s only good for 2D even if it can do 3D
As someone who mostly does 3D stuff, I agree. Although he was correct that a lot transfers, I struggle with rotation every single time, and the lack of video content to walk through it is annoying. I’ve read the Godot manual page on it probably 20 times and I feel like I’m no closer to really understanding it. I trail and error it until it behaves the way I expect.