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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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    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
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    • 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.
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      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.
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      • ? 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.
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        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.
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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.
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          wrote last edited by
          #23
          Remember, they built Cassette Beasts in Godot. If anyone has a view on how to make a solid game in Godot, it's them. Trying to push them to sell an engine they know better than either of us is weird. They walked the walk.
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          • ? Guest
            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.
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            brucethemoose@lemmy.world
            wrote last edited by
            #24
            > They literally don’t understand how most people think and only see things from their own tech perspective. Or that people specialize, have finite time and mental energy and opportunity costs everywhere. How competent are these techies in areas of humanity they haven't taken hundreds of hours to practice? I know I'm not, heh.
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              wrote last edited by
              #25
              I believe Slay the Spire 2 is being made with Godot.
              ? 1 Reply Last reply
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              • ? Guest
                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.
                F This user is from outside of this forum
                F This user is from outside of this forum
                fibojoly@sh.itjust.works
                wrote last edited by
                #26
                There is a reason UX is as respected as a soft science 😕
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                • slimerancher@lemmy.worldS slimerancher@lemmy.world
                  Nice to see Godot is still going strong.
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                  Guest
                  wrote last edited by
                  #27
                  godoting strong
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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.
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                    Guest
                    wrote last edited by
                    #28
                    Aims to provide realistic lighting and everything Named "Unreal"
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                    • misk@sopuli.xyzM misk@sopuli.xyz
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                      wrote last edited by
                      #29
                      Anecdotal but I've switch from Unity to Godot and am quite happy with it. The main things I was originally worried about (performance and feature support) haven't shown up in any of my games (although I will caveat I make games for fun now, whereas I used to make them for profit). Similarly, the Google Trends for Godot has been steadily increasing year over year, and decreasing for Unity. I much prefer to be in a rising tide ecosystem, rather than a falling one.
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                      • misk@sopuli.xyzM misk@sopuli.xyz
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                        jiggle_physics@sh.itjust.works
                        wrote last edited by
                        #30
                        still waiting for the bastard
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                        • slimerancher@lemmy.worldS slimerancher@lemmy.world
                          Nice to see Godot is still going strong.
                          Sunshine (she/her)S This user is from outside of this forum
                          Sunshine (she/her)S This user is from outside of this forum
                          Sunshine (she/her)
                          wrote last edited by
                          #31
                          Godot is the goat!
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                          • misk@sopuli.xyzM misk@sopuli.xyz
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                            wrote last edited by
                            #32
                            Godot fucking rocks. Brand new to designing, a few tutorials in and it feels accessible and easy to understand.
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                            • misk@sopuli.xyzM misk@sopuli.xyz
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                              olgratin_magmatoe@slrpnk.net
                              wrote last edited by
                              #33
                              I switched over about a year ago. I've made far more progress with godot than I ever have with unity. It's a solid tool, and I have very few complaints.
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                              • misk@sopuli.xyzM misk@sopuli.xyz
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                                wrote last edited by
                                #34
                                I'd say well - they just released a collaboration with Blender Studio: https://godotengine.org/article/godot-showcase-dogwalk/
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                                • ? Guest
                                  I believe Slay the Spire 2 is being made with Godot.
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                                  Guest
                                  wrote last edited by
                                  #35
                                  You're correct! One of the devs wrote [an article](https://caseyyano.com/on-evaluating-godot-b35ea86e8cf4) about why they made the change.
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                                  • B brucethemoose@lemmy.world
                                    > They literally don’t understand how most people think and only see things from their own tech perspective. Or that people specialize, have finite time and mental energy and opportunity costs everywhere. How competent are these techies in areas of humanity they haven't taken hundreds of hours to practice? I know I'm not, heh.
                                    ? Offline
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                                    Guest
                                    wrote last edited by
                                    #36
                                    Spending a couple of months in company IT support tends to help people realize better, or make them bitter. --- Those TV shows like the IT Crowd aren't joking with their situations. I've *literally* had to walk across buildings just to plug in the power cable of a monitor, or physically hit the power button, multiple times.
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