Which is profound moronation on their part, fellow Black person. Letting people mod your game is more profitable than not doing so. Wanting to obfuscate everything is israeli greed turned up way too far.
>Who cares if someone can read your game code? >Why do you care about X on the FOSS shit?? Just don't care about it!!!
Peak FOSStard cope. This is why proprietary will always be superior because FOSS community is full of braindead fricktards with this kind of mentality.
>frogposter cannot think for even five seconds if what he's posting makes sense
sasuga
1 month ago
Anonymous
>FOSSBlack person giving zero refutations to the ostrich approach to end user needs and proceeds to point out
Like clockwork lol. I accept your concession.
Total FOSStroon death
1 month ago
Anonymous
Your "end user need" is invalid and stupid and even commercial game developers would agree. I accept your concession in advance.
It has every reason to be failure as an general purpose game engine dynamically resolved node scripts, no circular dependency on prefabs ( aka scenes), utterly moronic transformations API that tries to be different than Unreal, Unity, PhysX. It's absolute garbage.
It's a fringe game engine that has an extremely niche market base of "people who want to make open source games but don't want to make their own engine" that got way too much attention thrown at it after the Unity fiasco
Shitty C# support >can only serialize types inheriting from Node or Resource classes, so no custom structs or classes, support for this was requested for years, still nothing, serialization would be trivial if done on C# side, but instead it's all done on the C++ side, afaik >If a node has a script on it you cannot get the original node type. Eg. have a universal script inheriting from just Node, add it to a rigidbody node, can now only get that node only as a Node type and not as Rigidbody, despite the node still having all of Rigidbody functionality >Devs passive aggressive about C# support, instead shilling ShittyScript (well at least it can be explicitly typed), snarky remarks about "muh GC bad" despite GC being hardly ever the main cause of performance issues unless you're dumb enough to create large arrays each frame because you don't know what an array pool is.
web games is a large and growing market and C# web support is very poor. actually it doesn't even support mobile platforms properly. not good for games.
>not good for games but Unity supports it just fine
Also, let's look at the usecases
Web games are still very niche, were big in like 2016 with stuff like Agario, but a game engine for something like that is overkill anyway
When it comes to mobile games, most of the time you're still gonna pick Unity, because publishers like Voodoo have SDKs for Unity and integrating Google and other platform services, or ads/IAPs is very easy.
Tl. Dr.
web games are not big enough to justify not supporting C# properly, the vast majority of devs will be targeting PC.
For mobile you're still probably gonna pick Unity if you want to make your average mobile game slop, since there's already a lot of premade assets and SDKs for that.
People who don't write their own engines and rely on generic shit can only produce generic shit as a matter of principle. There are exceptions to the rule but they're rare and few in between
i just dont like how barebones it is, age of empires 2, age of mythology, old rts games had better editors than this thing, i want something with the brain dead ease of use of the source engine but you need to remake basic features over and over again with Godot or use some random butthole's scripts (which are slower, and will 100% become outdated one day)
like if you ask the developers to add the most basic features they call you an idiot and they tell you to do it your damn self because wasting time on pointless garbage is normal apparently
>like if you ask the developers to add the most basic features they call you an idiot and they tell you to do it your damn self because wasting time on pointless garbage is normal apparently
like okay i get it working on a game engine is "hard" but these idiots are being paid to actually work on it and honestly i think they are just too lazy to add any quality of life tools built into Godot, its some weird elitism crap or whatever narcicism the developers have about making the engine actually usable
>like if you ask the developers to add the most basic features they call you an idiot and they tell you to do it your damn self because wasting time on pointless garbage is normal apparently
Any source to back this up or are you just memeing?
Literally nothing went wrong with godot as it's better than 5 years ago and less than 5 years in the future.
What is wrong with the morons in this thread who can't think normally ?
>literally every node access and function call through scripting is a string comparison even for static things where enums could be better >variants and dictionaries of variants mapped by fricking strings of all things
everything is wrong, it's a gamejam engine, maybe can use it to make tools since the UI is okayish, good enough for 2D through sheer cpu and gpu speed, but at that point, use love2d+lua or monogame if you're about that c#
or be a chad and go with c/c++/zig/odin and sdl/raylib/sokol or whatever
juan is a fricking israelite who refuses to fix actual problems and straight up block people for offering a solution, all he wants is to collect infinite money and scam people indefinitely, it's that porn game that will never get finished
For the position Godot operates in I think it would've had a lot more success if it was written in C and thus had bindings for lots of languages. GDscript is also pretty awful and they would've been better off with an api that supported multiple scripting languages, probably lua with JIT by default.
>pick up godot
>hit perfotmance problem
>spam godot devs with underspecified tickets
>leave
>nothing gets done
Gaming consoles
Easy do deobfuscate
Slow
>Easy do deobfuscate
they really need to fix this shit, their scripting language (which is actually really enjoyable) is unusable professionally
What are you Black folk on about? Who cares if someone can read your game code? Do you both work for Sony or what?
>professionally
most companies want to keep their source closed, my fricking Black person
Which is profound moronation on their part, fellow Black person. Letting people mod your game is more profitable than not doing so. Wanting to obfuscate everything is israeli greed turned up way too far.
>Who cares if someone can read your game code?
>Why do you care about X on the FOSS shit?? Just don't care about it!!!
Peak FOSStard cope. This is why proprietary will always be superior because FOSS community is full of braindead fricktards with this kind of mentality.
>frogposter cannot think for even five seconds if what he's posting makes sense
sasuga
>FOSSBlack person giving zero refutations to the ostrich approach to end user needs and proceeds to point out
Like clockwork lol. I accept your concession.
Total FOSStroon death
Your "end user need" is invalid and stupid and even commercial game developers would agree. I accept your concession in advance.
That's because they can only entertain their use case.
>redditfrog
>irrelevant time wasting objectively wrong """opinion"""
poettering
slay the spire 2 is being made in godot and recently shotgun roulette has become a major hit
godot is doing pretty great
>shotgun roulette has become a major hit
Absolute mystery.
>unitygays in damage control
Its FOSS.
As far as I'm aware nothing. Did something happen?
yeah OP ran into trouble following the 2D platformer tutorial for beginners step by step and the YouTuber hasn't responded to his comment yet
It's a hobbyist engine, always was. Maybe one day it will be a more professional tool, until then, I guess I'm just waiting for Godot...
https://waiting-for-blue-robot.gitlab.io/index.html
as someone who uses godot all day, kekd a few times. all the forced edits kinda makes it feel like it was made by a seething nocoder though
apparently devs don't use their own product and rather rewrite the rendering engine for the 100th time.
It has every reason to be failure as an general purpose game engine dynamically resolved node scripts, no circular dependency on prefabs ( aka scenes), utterly moronic transformations API that tries to be different than Unreal, Unity, PhysX. It's absolute garbage.
it's a reddit game engine. it's popular not because of its merits, but because of ideology and politics
It's a fringe game engine that has an extremely niche market base of "people who want to make open source games but don't want to make their own engine" that got way too much attention thrown at it after the Unity fiasco
Shitty C# support
>can only serialize types inheriting from Node or Resource classes, so no custom structs or classes, support for this was requested for years, still nothing, serialization would be trivial if done on C# side, but instead it's all done on the C++ side, afaik
>If a node has a script on it you cannot get the original node type. Eg. have a universal script inheriting from just Node, add it to a rigidbody node, can now only get that node only as a Node type and not as Rigidbody, despite the node still having all of Rigidbody functionality
>Devs passive aggressive about C# support, instead shilling ShittyScript (well at least it can be explicitly typed), snarky remarks about "muh GC bad" despite GC being hardly ever the main cause of performance issues unless you're dumb enough to create large arrays each frame because you don't know what an array pool is.
web games is a large and growing market and C# web support is very poor. actually it doesn't even support mobile platforms properly. not good for games.
>not good for games but Unity supports it just fine
Also, let's look at the usecases
Web games are still very niche, were big in like 2016 with stuff like Agario, but a game engine for something like that is overkill anyway
When it comes to mobile games, most of the time you're still gonna pick Unity, because publishers like Voodoo have SDKs for Unity and integrating Google and other platform services, or ads/IAPs is very easy.
Tl. Dr.
web games are not big enough to justify not supporting C# properly, the vast majority of devs will be targeting PC.
For mobile you're still probably gonna pick Unity if you want to make your average mobile game slop, since there's already a lot of premade assets and SDKs for that.
>If a node has a script on it...
Then put the "universal script" on a child node and treat it like a component.
nothing went wrong
everything went wrong
Championed by leddit
waiting for 4.3
People who don't write their own engines and rely on generic shit can only produce generic shit as a matter of principle. There are exceptions to the rule but they're rare and few in between
i just dont like how barebones it is, age of empires 2, age of mythology, old rts games had better editors than this thing, i want something with the brain dead ease of use of the source engine but you need to remake basic features over and over again with Godot or use some random butthole's scripts (which are slower, and will 100% become outdated one day)
like if you ask the developers to add the most basic features they call you an idiot and they tell you to do it your damn self because wasting time on pointless garbage is normal apparently
>like if you ask the developers to add the most basic features they call you an idiot and they tell you to do it your damn self because wasting time on pointless garbage is normal apparently
like okay i get it working on a game engine is "hard" but these idiots are being paid to actually work on it and honestly i think they are just too lazy to add any quality of life tools built into Godot, its some weird elitism crap or whatever narcicism the developers have about making the engine actually usable
>like if you ask the developers to add the most basic features they call you an idiot and they tell you to do it your damn self because wasting time on pointless garbage is normal apparently
Any source to back this up or are you just memeing?
Godot appeals to redditors.
What is IQfy's engine of choice?
Engine from scratch using C/SDL, of course. Or Raylib if you're a hippie
I prefer C++/GLFW, personally
>C/SDL
this
(if you're not a israelite, that is)
I'm trying to wrap my head around idTech2 though.
Posting on IQfy and pretending to code at all
It's a perfectly fine engine
>games that can literally be made using sticks and stones runs okay on godot
Literally nothing went wrong with godot as it's better than 5 years ago and less than 5 years in the future.
What is wrong with the morons in this thread who can't think normally ?
>What is wrong with the morons in this thread who can't think normally ?
They're pissed that a community effort is not as performant as a commercial engine. Women basically.
>literally every node access and function call through scripting is a string comparison even for static things where enums could be better
>variants and dictionaries of variants mapped by fricking strings of all things
everything is wrong, it's a gamejam engine, maybe can use it to make tools since the UI is okayish, good enough for 2D through sheer cpu and gpu speed, but at that point, use love2d+lua or monogame if you're about that c#
or be a chad and go with c/c++/zig/odin and sdl/raylib/sokol or whatever
juan is a fricking israelite who refuses to fix actual problems and straight up block people for offering a solution, all he wants is to collect infinite money and scam people indefinitely, it's that porn game that will never get finished
For the position Godot operates in I think it would've had a lot more success if it was written in C and thus had bindings for lots of languages. GDscript is also pretty awful and they would've been better off with an api that supported multiple scripting languages, probably lua with JIT by default.