Two years after the Unity controversy, how are things going with Godot?
-
This post did not contain any content.
-
This post did not contain any content.
Nice read. Thanks for the share
-
This post did not contain any content.wrote last edited by [email protected]
"When you jump into something like Unreal, it assumes that you are making a photorealistic HD-looking game. So when you drop in some models, they already look great because of the lighting presets and so on," explains Jay Baylis, co-director at Cassette Beasts maker Bytten Studio.
"But Godot doesn't assume that, you need to fiddle around to make it look nice. As a result, people assume you can't do 3D games in Godot. It does still lag behind; if you are making a AAA action game, you probably are better off using Unreal at this point in time, unless you really want to get into the weeds."
This seems like a silly take, especially with all the lighting upgrades shipped in Godot 4. The tools are there, users just need to configure an environment node to suite the needs. I'd even argue Godot's SDGFI is more robust than Unity's Enlighten GI at this point.
While yeah unreal defaults are better for realistic light out of the box, ultimately if someone is making a AAA game they are getting "into the weeds" regardless of engine. I seriously doubt a AAA studio is going to ship a game with the default unreal lighting.
-
This post did not contain any content.
Nice to see Godot is still going strong.
-
"When you jump into something like Unreal, it assumes that you are making a photorealistic HD-looking game. So when you drop in some models, they already look great because of the lighting presets and so on," explains Jay Baylis, co-director at Cassette Beasts maker Bytten Studio.
"But Godot doesn't assume that, you need to fiddle around to make it look nice. As a result, people assume you can't do 3D games in Godot. It does still lag behind; if you are making a AAA action game, you probably are better off using Unreal at this point in time, unless you really want to get into the weeds."
This seems like a silly take, especially with all the lighting upgrades shipped in Godot 4. The tools are there, users just need to configure an environment node to suite the needs. I'd even argue Godot's SDGFI is more robust than Unity's Enlighten GI at this point.
While yeah unreal defaults are better for realistic light out of the box, ultimately if someone is making a AAA game they are getting "into the weeds" regardless of engine. I seriously doubt a AAA studio is going to ship a game with the default unreal lighting.
wrote last edited by [email protected]"Easy Presets" are a huge draw for users.
I've seen (non gaming) frameworks live or die by how well they work turnkey, out of the box with zero config edits other than the absolute bare minimum to function. Even if configuration literally takes like half an hour or something and the framework has huge performance gains over another, that first impression is a massive turn off to many.
It's... not that people are lazy, but they're human. Attention is finite. If realistic lighting isn't good in Godot by default, then it needs a big red intro button that says "Click here for realistic lighting!"
-
"When you jump into something like Unreal, it assumes that you are making a photorealistic HD-looking game. So when you drop in some models, they already look great because of the lighting presets and so on," explains Jay Baylis, co-director at Cassette Beasts maker Bytten Studio.
"But Godot doesn't assume that, you need to fiddle around to make it look nice. As a result, people assume you can't do 3D games in Godot. It does still lag behind; if you are making a AAA action game, you probably are better off using Unreal at this point in time, unless you really want to get into the weeds."
This seems like a silly take, especially with all the lighting upgrades shipped in Godot 4. The tools are there, users just need to configure an environment node to suite the needs. I'd even argue Godot's SDGFI is more robust than Unity's Enlighten GI at this point.
While yeah unreal defaults are better for realistic light out of the box, ultimately if someone is making a AAA game they are getting "into the weeds" regardless of engine. I seriously doubt a AAA studio is going to ship a game with the default unreal lighting.
Hard to say for sure when there aren't any AAA games on godot to compare and gather testimonials for. Whereas we know potential GOTY expedition 33 used UE5 and praised it interviews https://www.unrealengine.com/en-US/developer-interviews/inside-the-development-journey-of-clair-obscur-expedition-33 granted they're more AA, but they have a suite of tools to allow developers at all sizes to benefit and with source available they can still make whatever modifications they want.
-
This post did not contain any content.
"The Roottrees are dead" was a very pleasant surprise as a game made with Godot.
Do you know any other heavy hitter made with this engine that's not the usual suspects (e.g. Cassette Beasts)?
-
"Easy Presets" are a huge draw for users.
I've seen (non gaming) frameworks live or die by how well they work turnkey, out of the box with zero config edits other than the absolute bare minimum to function. Even if configuration literally takes like half an hour or something and the framework has huge performance gains over another, that first impression is a massive turn off to many.
It's... not that people are lazy, but they're human. Attention is finite. If realistic lighting isn't good in Godot by default, then it needs a big red intro button that says "Click here for realistic lighting!"
wrote last edited by [email protected]I believe the argument is that not every case needs or desires high fidelity realistic lighting. It is similar effort to take a godot game into a stylized, curated lighting direction, or take to a realistic direction. The trade off to Unreal's approach is significantly more effort to "undo" the realistic lighting and then implement the stylized vision, if that's what the game calls for.
But I do agree, there is value in defaults and it'd be nice to have a "make shit pretty" button that drops in preconfigured hyper real excellence.
-
This post did not contain any content.
They just dropped a demo game called dogwalk.
-
"The Roottrees are dead" was a very pleasant surprise as a game made with Godot.
Do you know any other heavy hitter made with this engine that's not the usual suspects (e.g. Cassette Beasts)?
wrote last edited by [email protected]the one I will make in 2–54 years' time
-
They just dropped a demo game called dogwalk.
Made by the Blender Studio!
-
the one I will make in 2–54 years' time
2–54 years’ time
lol, the truth!
-
Made by the Blender Studio!
Yeah it was using the godot engine.
-
I don't know about heavy hitters, but I just noticed a couple days ago that someone has been regularly posting on [email protected] the links to the weekly videos that StayAtHomeDev posts highlighting 5 new Godot games at a time. Here's the YouTube channel if you want to go directly to the source: https://www.youtube.com/@stayathomedev
Some of the games look great.
-
"When you jump into something like Unreal, it assumes that you are making a photorealistic HD-looking game. So when you drop in some models, they already look great because of the lighting presets and so on," explains Jay Baylis, co-director at Cassette Beasts maker Bytten Studio.
"But Godot doesn't assume that, you need to fiddle around to make it look nice. As a result, people assume you can't do 3D games in Godot. It does still lag behind; if you are making a AAA action game, you probably are better off using Unreal at this point in time, unless you really want to get into the weeds."
This seems like a silly take, especially with all the lighting upgrades shipped in Godot 4. The tools are there, users just need to configure an environment node to suite the needs. I'd even argue Godot's SDGFI is more robust than Unity's Enlighten GI at this point.
While yeah unreal defaults are better for realistic light out of the box, ultimately if someone is making a AAA game they are getting "into the weeds" regardless of engine. I seriously doubt a AAA studio is going to ship a game with the default unreal lighting.
wrote last edited by [email protected]Sensible defaults / presets are extremely important
You learn much better by fiddling with a single part of the engine while the others "just work" than by having to learn a little bit of everything before you can begin making a game.
It's much better to implement the core mechanics, the levels etc... And only change the lighting, the physics, etc... when really needed
-
"When you jump into something like Unreal, it assumes that you are making a photorealistic HD-looking game. So when you drop in some models, they already look great because of the lighting presets and so on," explains Jay Baylis, co-director at Cassette Beasts maker Bytten Studio.
"But Godot doesn't assume that, you need to fiddle around to make it look nice. As a result, people assume you can't do 3D games in Godot. It does still lag behind; if you are making a AAA action game, you probably are better off using Unreal at this point in time, unless you really want to get into the weeds."
This seems like a silly take, especially with all the lighting upgrades shipped in Godot 4. The tools are there, users just need to configure an environment node to suite the needs. I'd even argue Godot's SDGFI is more robust than Unity's Enlighten GI at this point.
While yeah unreal defaults are better for realistic light out of the box, ultimately if someone is making a AAA game they are getting "into the weeds" regardless of engine. I seriously doubt a AAA studio is going to ship a game with the default unreal lighting.
wrote last edited by [email protected]“But Godot doesn’t assume that, you need to fiddle around to make it look nice.
[...]
you probably are better off using Unreal at this point in time, unless you really want to get into the weeds.”This seems like a silly take, especially with all the lighting upgrades shipped in Godot 4. The tools are there, users just need to configure an environment node to suite the needs.
Truly silly, you just have to do, what he said you need to do. Why didn't he think of that?
-
the one I will make in 2–54 years' time
One day...
-
Yeah it was using the godot engine.
And to think, Blender use to have the basics of a Game Engine built in.
I’m glad they moved away from that.
-
"Easy Presets" are a huge draw for users.
I've seen (non gaming) frameworks live or die by how well they work turnkey, out of the box with zero config edits other than the absolute bare minimum to function. Even if configuration literally takes like half an hour or something and the framework has huge performance gains over another, that first impression is a massive turn off to many.
It's... not that people are lazy, but they're human. Attention is finite. If realistic lighting isn't good in Godot by default, then it needs a big red intro button that says "Click here for realistic lighting!"
wrote last edited by [email protected]You are very much correct, and don't worry about the other comment. You see that elitist take scarily often in some of these communities. I saw one person try to argue that programs should be intentionally made less user friendly, to force people to become better at computers.
They literally don't understand how most people think and only see things from their own tech perspective.
-
Road to Vostok looks absolutely insane and it’s being made in Godot. I’ve played demos of it a bit and it definitely still is in development but there’s serious potential in my opinion
It performs insanely well, too