• voxel
    link
    fedilink
    arrow-up
    33
    ·
    edit-2
    1 year ago

    hey it’s 3d is pretty decent too!
    you won’t be making aaa games with it anytime soon but it’s really good for 99% of tasks

      • Afiefh@lemmy.world
        link
        fedilink
        arrow-up
        16
        ·
        1 year ago

        Before Godot 4 the 3D engine was pretty far behind, think early 2010 teach. With Godot 4 it got an insane upgrade which puts it in par with Unity as far as I understand (not a unity expert), but still behind Unreal (then again, everything is behind Unreal.)

        Unfortunately it takes multiple years for a 3D game to be developed, so it’ll be a while before we see actual released 3D games with Godot 4.

        • Exec@pawb.social
          link
          fedilink
          arrow-up
          3
          ·
          1 year ago

          Sonic Colours Ultimate was made before Godot 4 was out but it doesn’t look bad at all.

          • Sethayy@sh.itjust.works
            link
            fedilink
            arrow-up
            3
            ·
            1 year ago

            Not many tools supported out of the box. Its beauty comes in its modularity, so anyone could have always made an add-on - but that takes time and money, what most small devs don’t have (but Sega and Tesla could).

            Then more recently the devs have had time, and so could make these first-party - and very recently much more stable long term funding, so I’d expect these tools to improve rapidly.

            All that being said you could toss a 20 million polygon default cube in UE5 and it’d look/run pretty good

        • voxel
          link
          fedilink
          arrow-up
          9
          ·
          1 year ago

          godot runs everywhere, webgl, webgpu, android, ios, linux, macos, windows, gaem consoles

          • Trantarius@programming.dev
            link
            fedilink
            arrow-up
            7
            ·
            1 year ago

            My understanding is that running on game consoles can’t be officially supported, because they can’t integrate the necessary proprietary code into the engine while keeping it open source.

            • jcg@lemmy.world
              link
              fedilink
              arrow-up
              6
              ·
              1 year ago

              They can’t distribute the proprietary bits in with the engine, so you have to work with the Godot team and a publisher which you probably would be doing anyway.

            • voxel
              link
              fedilink
              arrow-up
              1
              ·
              edit-2
              1 year ago

              yeah plugins are needed, but the engine core is extremely portable

          • Wugmeister@lemmy.dbzer0.com
            link
            fedilink
            arrow-up
            3
            ·
            1 year ago

            I mean, it’s easier to port a game running on Godot than something written in Assembly. So I’m not shocked to hear that

            But up until Unity decided to stick some TNT up their ass and light it last week, the king of porting was Unity. I’m not saying it’s perfect, but if you’re a tiny indie company who wants to get something on Xbox, PS5, the Switch, PC, and even maybe mobile if the game is tiny, Unity was the engine for you.

              • Sethayy@sh.itjust.works
                link
                fedilink
                arrow-up
                4
                ·
                1 year ago

                and there’s many third/almost first party companies to do it for you, they just almost by definition need to charge for it - cause Microsoft and Sony charge them.

                The one is even made by the devs and returns its profits to development