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Chebucto Regional Softball Club

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  3. Two years after the Unity controversy, how are things going with Godot?
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Two years after the Unity controversy, how are things going with Godot?

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  • misk@sopuli.xyzM misk@sopuli.xyz
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    wrote last edited by
    #3
    > "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 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.
    B ? OwlB poopfeast420@discuss.tchncs.deP ? 6 Replies Last reply
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    • misk@sopuli.xyzM misk@sopuli.xyz
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      slimerancher@lemmy.world
      wrote last edited by
      #4
      Nice to see Godot is still going strong.
      ? Sunshine (she/her)S 2 Replies Last reply
      0
      • ? Guest
        > "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 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.
        B This user is from outside of this forum
        B This user is from outside of this forum
        brucethemoose@lemmy.world
        wrote last edited by
        #5
        "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 then need a big red intro button that says "Click here for realistic lighting!"
        ? ? 2 Replies Last reply
        0
        • ? Guest
          > "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 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.
          ? Offline
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          Guest
          wrote last edited by
          #6
          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.
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          • misk@sopuli.xyzM misk@sopuli.xyz
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            massive_bereavementM This user is from outside of this forum
            massive_bereavementM This user is from outside of this forum
            massive_bereavement
            wrote last edited by
            #7
            "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)?
            F 1 Reply Last reply
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            • B brucethemoose@lemmy.world
              "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 then need a big red intro button that says "Click here for realistic lighting!"
              ? Offline
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              Guest
              wrote last edited by
              #8
              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. 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.
              G 1 Reply Last reply
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              • misk@sopuli.xyzM misk@sopuli.xyz
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                Guest
                wrote last edited by
                #9
                They just dropped a demo game called dogwalk.
                ? 1 Reply Last reply
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                • massive_bereavementM massive_bereavement
                  "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)?
                  F This user is from outside of this forum
                  F This user is from outside of this forum
                  funkless_eck@sh.itjust.works
                  wrote last edited by
                  #10
                  the one I will make in 2–54 years' time
                  ? robotzap10000@feddit.nlR 2 Replies Last reply
                  0
                  • ? Guest
                    They just dropped a demo game called dogwalk.
                    ? Offline
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                    Guest
                    wrote last edited by
                    #11
                    Made by the Blender Studio!
                    ? 1 Reply Last reply
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                    • F funkless_eck@sh.itjust.works
                      the one I will make in 2–54 years' time
                      ? Offline
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                      Guest
                      wrote last edited by
                      #12
                      > 2–54 years’ time lol, the truth!
                      1 Reply Last reply
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                      • ? Guest
                        Made by the Blender Studio!
                        ? Offline
                        ? Offline
                        Guest
                        wrote last edited by
                        #13
                        Yeah it was using the godot engine.
                        ? 1 Reply Last reply
                        0
                        • ? Offline
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                          Guest
                          wrote last edited by
                          #14
                          I don't know about heavy hitters, but I just noticed a couple days ago that someone has been regularly posting on [!godot@programming.dev](https://programming.dev/c/godot) 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.
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                          • ? Guest
                            > "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 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.
                            OwlB This user is from outside of this forum
                            OwlB This user is from outside of this forum
                            Owl
                            wrote last edited by
                            #15
                            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 befire you can b3gin 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
                            1 Reply Last reply
                            0
                            • ? Guest
                              > "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 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.
                              poopfeast420@discuss.tchncs.deP This user is from outside of this forum
                              poopfeast420@discuss.tchncs.deP This user is from outside of this forum
                              poopfeast420@discuss.tchncs.de
                              wrote last edited by
                              #16
                              > “But Godot doesn’t assume that, you need to fiddle around to make it look nice." > 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. It's so easy.
                              ? 1 Reply Last reply
                              0
                              • F funkless_eck@sh.itjust.works
                                the one I will make in 2–54 years' time
                                robotzap10000@feddit.nlR This user is from outside of this forum
                                robotzap10000@feddit.nlR This user is from outside of this forum
                                robotzap10000@feddit.nl
                                wrote last edited by
                                #17
                                One day...
                                1 Reply Last reply
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                                • ? Guest
                                  Yeah it was using the godot engine.
                                  ? Offline
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                                  Guest
                                  wrote last edited by
                                  #18
                                  And to think, Blender use to have the basics of a Game Engine built in. I’m glad they moved away from that.
                                  1 Reply Last reply
                                  0
                                  • B brucethemoose@lemmy.world
                                    "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 then need a big red intro button that says "Click here for realistic lighting!"
                                    ? Offline
                                    ? Offline
                                    Guest
                                    wrote last edited by
                                    #19
                                    Don't worry, 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.
                                    B F 2 Replies Last reply
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                                    • ? Offline
                                      ? Offline
                                      Guest
                                      wrote last edited by
                                      #20
                                      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
                                      1 Reply Last reply
                                      0
                                      • poopfeast420@discuss.tchncs.deP poopfeast420@discuss.tchncs.de
                                        > “But Godot doesn’t assume that, you need to fiddle around to make it look nice." > 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. It's so easy.
                                        ? Offline
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                                        Guest
                                        wrote last edited by
                                        #21
                                        I'm following what you're getting at, it just feels the dev quoted makes "fiddling" sound like an undertaking - users need to build custom lighting or change the engine in some way to get similar results. The real extent of fiddling in this case is dropping a node into a scene and making a few pointed selections. Users preform this action a lot in godot. Everything rendered starts as a node, dropped into a scene, and making selections. _Making a game_ would be "fiddling" under this same context.
                                        1 Reply Last reply
                                        0
                                        • ? Guest
                                          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. 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.
                                          G This user is from outside of this forum
                                          G This user is from outside of this forum
                                          grue@lemmy.world
                                          wrote last edited by
                                          #22
                                          Okay, but having normal lighting (matching the way light works in the real world) is obviously normal. Realism has always been the main goal of 3D rendering. If you want something different than that, it's because you're making a deliberate stylistic choice. It should be easy to delete the normal lighting, but a new project should absolutely, obviously, start out with normal lighting.
                                          1 Reply Last reply
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