Godot new roadmap

Lets the bloat happen.

It's a proprietary language in the sense that it's only really used as part of Godot, not in the sense that it's not free.
(Not even sure that's how it works, but chances are whoever wrote that didn't have English as his native tongue)


Why do people even still use Unity? It doesn't have many more features, it's buggy, and it's slow (probably due to memory bugs their Pajeets can't fix)

Have you used Godot enough to tell whether it's any faster?

I'm all for open source and whatever but nobody is actually using Godot seriously. Nobody, and I mean nobody in the world has ever made a game big enough in Godot to know how well it stacks against Unity in reality.

It's like Gimp and people who advocate for it. You can say "Gimp has X feature just like Photoshop, therefore it's as good as Photoshop in that task", but as soon as you start to actually use it you begin to realize that it's clumsier and slower and requires more clicks and is missing all kinds of nifty details that you had back in Photoshop.

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8/agdg/'s Unityfags can back him: its editor is infamously buggy and the devs take years to fix anything, while Godot's editor is very stable and bugs are fixed quickly. The largest thing holding back Godot's 3D renderer is the lack of occlusion culling, and that's coming in 3.2 alongside the vulkan renderer.
Really, right now Godot's biggest strength is its 2D engine. It's leagues ahead of both Unity's "render a flat surface in our 3D renderer" hack and Game Maker in both features and performance.
The devs shipped several games with it before going open source and there's loads of 2D Godot games well into development. Pull your head from your ass and wipe the "muh Gimp vs Photoshop" shit off your face, it's getting in your eyes.

wow rude
sage

I also made a babbys first platformer in my own engine, that proves absolutely fucking nothing. Call me when there's a game that looks like pic related with "made in Godot" attached to it.

Gimpfag detected

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godot is a dumpster. I feel like we're back to the "GIMP is just as good as Photoshop!" days of yore.
godot is currently based on OpenGL ES 3.0. Yeah, like your phone. It's a million years behind the times. Their attempts to catch up have so far been stupid and unsuccessful. They're attempting to skip straight to vulkan despite it being way too new to be widely supported, especially for the kind of 2D phone / 3rd world games being made with it.
It's also inheritance-based rather than composition-based. No one works like that but total amateurs. Making common controllers in Unity is so easy you don't even think about it but you have to plan this shit out across your whole project with godot.
Everything else looks like shit but I've only skimmed it. The editor's code is a mess compared to Unity's. It's normal to customize the editor and I'd hate having to mod godot. Networking looks like a joke; it's all hand-crafted scripting with minimal RPC and synchronized variable support like modding the original Unreal Tournament. Modern engines do most of this at a high level in the editor.

I've worked on optimizing large Unity game projects. Unity dindu nuffin. The main problem is the level of programmer working on a Unity project is far lower than on Unreal.
They aren't really fully aware of the problems with garbage collection and will generate a lot of it. They also wait until the last minute in development to decide performance is too low so it's a scramble to reduce it to an acceptable amount of stuttering rather than avoid the problem from the beginning. It's difficult to fix garbage collection issues last-minute unlike doing the regular hot loop optimization as it's a much more dispersed problem.
They tend to not understand algorithms so abuse Unity for everything. Like, they'd much rather use Unity's APIs to search the Scene or even iterate over every GameObject at a level to find what they're looking for than use a datastructure. For you webdevs out there, it's like searching for elements by name in the DOM. In the last project I worked on, they had about 1M LoC of C# but I didn't see a single custom datastructure in the entire project.
They don't understand timing. This is where Unity diddu somethin as they hand devs time as a float for historical reasons (internally in Unity it's a double), but the precision is so low that it's unsuitable for many of the things people try to do with it (often used in frame time contexts where we're talking about 7ms frames and lower) and this causes a lot of really wacky and subtle problems. After about 10 hours, float time since start is no longer accurate to the millisecond and it just gets worse from there. Gamedevs usually don't test long-running instances or saves at all and this stuff goes unnoticed. A good dev would notice the trap here and roll their own timing but Unity-tier devs fall into it.
They ducttape together off-the-shelf stuff because custom coding is beyond them. Try reverse engineering the datafiles of Unity games. Instead of something ordered, logical, high-performance, compressed, etc. you'll find they just shoved everything into a serializer rather than define efficient formats. You'll commonly find Google's shitty protocol buffers being used for datafiles. This level of streetshitting is almost unheard of in Unreal games and is why Unity games tends to have horrible load times and bloated installs. But it's entirely about the programmers, not the engines.
If you want an example of what Unity can do when devs who can actually program use it, look into Layers of Fear. I'd link you a video but I can't find one not polluted by reaction face youtumors. The technical difficulty is high, performance and graphics are great.

Shame anons. Just because she isn't fluffy doesn't mean she isn't cute and marketable.

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SUPERIOR GODOT-TAN COMING THROUGH
BUNHEADS SWERVE

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