Here's My Opinions Of Godot After Using It For A Month

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 45

  • @K4rmy
    @K4rmy 7 หลายเดือนก่อน +22

    You can use [Export] or @export to expose variable to the inspector, then you could export PackedScene which is equivalent to Unity's Prefab, or you could export Node2D or 3D or Node, to pick any node from the scene

  • @MrGenie151
    @MrGenie151 7 หลายเดือนก่อน +12

    Hi there, Godot not veteran but experienced guy here!
    One thing I want to point out is that Godot DOES have a built in scene management system. I'm using it for my major project, Marshmallow Land: Definitive Edition. It can be accessed using get_tree().change_scene() and is what I organize my projects around. Also, remember autoloads exist. They can be useful if you need to use a function anywhere or to store data across scenes.
    Good video btw!

  • @mrjshzk
    @mrjshzk 7 หลายเดือนก่อน +5

    About 10:57 - I'm pretty sure you can export an Array[PackedScene]

  • @joshuamorris1851
    @joshuamorris1851 7 หลายเดือนก่อน +7

    As someone who is pretty engine agnostic (Unity, Unreal, Godot, GameMaker), I think your opinions on Godot are valid and I shared a lot of them back when I started using Godot, but it's funny how little I notice a lot of these things now after using it for some time. Ultimately no matter what engine a person chooses, it's going to have it's quirks, and it really comes down to whether or not those quirks are something that meshes well with the way you think about game creation or not. Ultimately the best engine is the one you can finish your game in. Cheers for the vid!

    • @GodotNoContext
      @GodotNoContext 7 หลายเดือนก่อน +1

      Your observation is spot on. Many people who use Godot for a while get used to its limitations and even its bugs. This is unfortunate because normalizing these issues can make others think that the problems with Godot are just part of the norm.

  • @coppertones7093
    @coppertones7093 6 หลายเดือนก่อน +2

    correct type loading makes sense. for your on-screen example at 11:08, you need to load it as a Node3D or something that inherits that, because those nodes have a position property you can set. this is more of an issue of godot docs preferring gdscript over c#

  • @GlitchedCode
    @GlitchedCode 6 หลายเดือนก่อน +4

    10:57 I was with you and your opinions coming from Unity up to this point. You can drag and drop scenes and even make an array of scenes in your inspector. When exporting you would cast them as a PackedScene, in C# this would look like either of the following
    [Export] PackedScene MyScene;
    [Export] PackedScene[] MyListOfScenes;
    Always enjoy seeing opinions from people coming from another engine and giving a fair opinionated view.

  • @Oniichanh
    @Oniichanh 7 หลายเดือนก่อน +8

    I had a similar opinion of game objects vs nodes when I first switched as well, but I saw a video somewhere that explained to me that they aren't the same and I realized I was limiting myself by thinking that way
    Tldr; instead of treating nodes as gameobjects, you treat them as the components to a game object where the root of the scene is the actual game object
    So If i wanted to make an enemy in a 2d platform game, I could start with a Body as the root, add a custom child "WanderLeftRight" node which might make any body its parented to wander left and right ; then add another child which might be the "Stompable " node. This might give any parent the behavior to be stompped when it collides at the correct angle etc...
    Now I love the node way, but it did require me to give up my top down thinking
    Just a rando's 2cents 😬

    • @adamlutton_gamedev
      @adamlutton_gamedev  7 หลายเดือนก่อน +2

      I definitely agree with the treating nodes like components point. The ordering of stuff is probably the only sticking point, but I think with some planning beforehand I should be able to mitigate any issues with that. It does take some getting used to.

  • @amirosman8797
    @amirosman8797 7 หลายเดือนก่อน +4

    Hey, your first impression on Godot is spot on, and comparing it with what Blender used to be in it's early days is quite accurate, I too a Unity developer who's messing around with Godot, and the feeling I get from using Godot after years of experience using Unity is the same feeling as when I first used Blender back then after Using 3DMax and Maya, Godot is no where near Unity at the moment but it’s doing just fine.
    Anyway, the problems you have with Godot's physics engine are common, Godot's physics engine is really really bad, specially when you compare it with Unity’s, fortunately there is another physics engine called Jolt that you can use instead of the built-in physics engine, it’s much better and open source, so if your game is physics based or physics is a major component of your game, you might want to use the Jolt physics engine, it's a plug-in and easy setup.

    • @adamlutton_gamedev
      @adamlutton_gamedev  7 หลายเดือนก่อน

      Thanks for the tip. I'll look into Jolt.

    • @devilblackdeath
      @devilblackdeath 7 หลายเดือนก่อน +1

      I've spent years with Unity and that's something I still don't get. I can get it for SOME projects, especially some big indies. But most people who say that about Godot often have small 1/2/3-person projects that don't go for photorealism and are likely to benefit from Godot size and speed at startup and included git compatibility. Sure it's not 100% there for modern AAA graphics, but :
      1 - should it ?
      2 - not much really is missing for this
      3 - it actually is better in certain aspects than Unity, for example Godot has had a real time, no-precalculation solution for global illumination for a VERY long time now, meanwhile Unity still suffers from its feature creep (90% of it are unfinished and pointless bloat to the engine)
      And as far as everyday usage goes, Godot is insanely mature. Sure it's lacking a FEW things like web exports for C#, but that's because they'd sometimes rather wait on external upstream projects to have proper support for stuff than hack in stuff (which is what led to Unity having broken hacky stuff all over the engine that the team never got around to fixing). To me it's very very near, and what it lacks it probably can overcome in a matter of 5 years tops. When using the Blender I'd say we're basically like Blender 2.5 right now. Basically catching up super fast to industry standards and even overcoming some, but usability, UI and a few basic QOL feature are missing, but nothing that's a dealbreaker if you'd rather switch to something that's not reliant on a company with crappy decision-making and a product that's actually much more versatile and future-proof.
      At least that's my take !

    • @devilblackdeath
      @devilblackdeath 7 หลายเดือนก่อน +1

      @@adamlutton_gamedev Yeah Jolt is borderline mandatory if you want good performing physics, and its ease of use is almost ridiculous. The only drawback for now is its lack of soft body physics.

    • @amirosman8797
      @amirosman8797 7 หลายเดือนก่อน

      @@devilblackdeath there is some truth to everything you just mentioned and I totally agree with most of it, however, I strongly disagree with “Godot is insanely mature” I mean it’s true Godot is been in the game for a while, it’s not a new game engine however the version that actually have the potential to compete with Unity is Godot 4, which is a complete rewrite and totally new, I wouldn’t call it mature yet, I don’t know how deep you ventured into Godot but it still have issues with rendering and optimization, not to mention a highly unreliable networking solution specially when building large scale multiplayer games, even Juan Linietsky mentioned this in GDC 2023, and according to him, Godot 4 might reach the level of maturity with version 4.5.
      Even though Godot is rapidly improving that doesn’t mean other engines are not, you might think Godot is catching up with Unity but Unity just went a few miles a head with the release of Unity 6, it brought an insane level of optimization solutions that never existed before, as of now, I wouldn’t compare Godot with Unity, but who knows maybe in the future things will change

    • @vitaly.petkevich
      @vitaly.petkevich 3 หลายเดือนก่อน

      [Bookmark] Jolt as an alternative to the native Godot's physics engine.

  • @rungeon83
    @rungeon83 6 หลายเดือนก่อน +4

    Really good video, I'm an ex Unity dev, I've used many gameengines from the ages of 14 to now 39 :(... and I think the issue with Godot for most Unity devs, is that it's soooo different, at first I'll admit I didn't even want to use it, but then I was having so many issues with Unity and it's bugs that I thought okay well I'll try Godot and it's open source so least I have a chance at fixing them... for the first 2 months I just felt like "urgh I'm not sure, I like some things but" then when it clicked, a lot of what you mention as bad, I also said the same lol! And then you stick with it and suddenly it's like "ohh actually this is great", I don't think Godot is explained well to people who have a back ground in Gamedev.
    Now I can easily say Godot is the only game engine I've tried where I didn't feel I was fighting the engine, or that I wasn't enjoying using it. My computer is very fast so it's not even that, and I don't really mind so much about open source now, or even the horrible companies... for me I just care about user experience, and for me right now at least Godot has that for me.
    I do GREATLY disagree with Unity UI being better, it's soooooo bad! There are lots of videos about how Unreal has the best and how Godot is trying to get close to it while mocking how bad Unity UI is, this might be a case of using a game engine longer...

  • @scotmcpherson
    @scotmcpherson 6 หลายเดือนก่อน +6

    the biggest problem with videos like this is you guys are not learning godot from scratch, you guys are all trying to use Godot like it was Unity or Unreal..

    • @adamlutton_gamedev
      @adamlutton_gamedev  6 หลายเดือนก่อน +3

      I'm in the process of looking for a new engine to develop in. I've used Unity for years; it's going to be a point of comparison on points like ease of development, support, feature sets, and so on. The point is whether or not I want to switch to this engine over other alternatives that I'm also looking at.
      And I did follow the tutorials and reference the documentation during my time with it, along with just playing around with it and seeing what various things did. But I was under a time limit to get various things ready for Global Game Jam. I will use the engine again because I have an idea for something that would work well with it, but I still want to look at other engines as well.

    • @scotmcpherson
      @scotmcpherson 6 หลายเดือนก่อน +4

      ​@@adamlutton_gamedev that's fine, but you need to spend time in the engine and two weeks just doesn't cut. If you have a time limit because of a game jam, then make a video about that, not about godot and whether it's worth your time or not.

  • @アドチ
    @アドチ 5 หลายเดือนก่อน +3

    skill issue?

    • @sventomasek
      @sventomasek 2 หลายเดือนก่อน

      99% of this video can be summed up by this comment lol

  • @zebo280
    @zebo280 5 หลายเดือนก่อน +2

    I think you should try using godot more, the problems you are encountering with godot right now could be caused by your approach, godot is very relaiant on classes, so i think you should try to solve problems in a way that better fits the engine, if you use the same approach you use in unity on godot the result's bound to be inferior. I suggest you give it another try under no time limit and with a clear objective so that you can better explore godot's functions and the way of thinking that they open

  • @_jetori_
    @_jetori_ 7 หลายเดือนก่อน +2

    69 subs nice

  • @mj2068
    @mj2068 7 หลายเดือนก่อน

    thanks for the info Adam.

  • @hamooag4052
    @hamooag4052 6 หลายเดือนก่อน +1

    88 subs 4k views wtf 😂
    i will fix this by adding one sub

  • @gostan2718
    @gostan2718 6 หลายเดือนก่อน +5

    My only problem with Godot is its community discourage criticism.

    • @MouseGoat
      @MouseGoat 6 หลายเดือนก่อน +2

      I mean Godot is free and community driven, so what really is the use of complaning?
      If Godot cant do a thing, you should just make the thing youself or go and pay for a sold program.
      I think thats kinda the problem.
      Free and open source really also means: no one to complain to if shit aint working that's just on you.

    • @CRT_YT
      @CRT_YT 2 หลายเดือนก่อน

      @@MouseGoat you are part of the problem

  • @amimirmimir512
    @amimirmimir512 7 หลายเดือนก่อน +1

    tbh this is the best game engine for a 15 year old shitposter

  • @nnNothing
    @nnNothing 7 หลายเดือนก่อน +1

    so, the conclusion is
    Godot is everything Manually
    Unity is everything Automatically
    Godot will so hard when building mega project game

    • @MrGenie151
      @MrGenie151 7 หลายเดือนก่อน +7

      He overcomplicated some things, like apparently he doesn't know that get_tree().change_scene() exists

  • @derrorer
    @derrorer 7 หลายเดือนก่อน

    thanks for the info Adam.

  • @ZalupaDeez
    @ZalupaDeez 7 หลายเดือนก่อน

    thanks for the info Adam.

  • @snarf8115
    @snarf8115 7 หลายเดือนก่อน +1

    thanks for the info Adam.