🎟 EARLYBIRD: limited time coupon to preorder Godot 4 courses coming soon in early access on GDQuest.com #games #unity #godot #godot4 #gameengine #gamedev
@@SegaMegaLoh Besides a handful of people using it for minor studio-adjacent touch-up work and going "InDuStRy sTaNdArD!!!" Blender isn't shit. There's a reason it's not a standard and likely never will be. Everything is ass-backwards and it's needlessly difficult to accomplish pretty much anything a studio would use it for-even those shitty "open movies" use a proprietary heavily-modified version and have Blender programmers on-staff to whip up pretty much anything they need.
@@SpaceManRD Open movies main goal is to develop their software in unexplored/lacking fields of it so of course there will be developers to help making it! 😅
I wonder how many people commenting on this video are actually professional developers. From the perspective of somebody who does this shit for a living, if you can't put up with the fact unity carries a price for business use because it is a piece of commercial software, I'd recommend going upwards to learning the more affordable Unreal instead of going down to Godot. But I suppose for hobbyists learning it doesn't really matter which way you go
This was very encouraging. I do think anybody who knows their way around c# in the Unity environment will have no problem adapting to GDScript in the Godot environment.
The problem is the extremely slow speed of GDScript. And C# in Godot is implemented in a way that requires a ton of context switching so it's barely faster than GDScript. If you expect your C# code to run at the same speed, ain't gonna happen. IF you need performance, try C or Rust or some other GDNative lang.
also beware of the new tutorials from Unity creators trying to get into Godot, I appreciate their effort however they try to use Inheritance for everything, this is not Unituy guys, Godot uses mostly composition and you don't have to over complicate everything like in unity. GDQuest for me is the best approach to Godot.
@@stevendorriesinheritance is a common programming pattern in object-oriented programming languages. And since Unity's primary, and really only, programming language is c#, it does indeed use inheritance. Also, all scripts in unity that exist in the scene inherent from "mono behaviour", imagine "node2d" for reference. Yes, inheritance is a big part of unity and godot
@@NoName-1337 thanks, I was really concerned about the state of developers who really only have experience using Unity if it forces the use of classical inheritance for its object model. Glad to hear the library also can easily make use of object composition.
@@NoName-1337 Bullshit you've never used inheritance in unity. You're really telling every single script you've ever written is a Poco? No fucking way. If it has a runtime life, it inherits from mono behaviour. If it exists in the scene, it inherits from mono behaviour. Either you've never used unity or you're just uninformed.
Years ago I had used Unity to break into gamedev (wasn't any good at it). Younger me knew our dream game would be made in Unity. Years later I had started using Godot as I decided to really get into gamedev and make my first serious to-be-published game. I don't know what made me decide to do it. Some time later, Unity announces they like money, ironically ensuring a reduced userbase: bringing less money. Now I'm here working on my game, and eventually my dream game, all on Godot. It's like the bridge collapsed as I crossed: there's no going back to Unity. I physically saw the timeline change. I'm lucky that I faffed for so long and decided to go for Godot while Unity was still viable. It's like someone was looking out for me. Especially since I am enjoying Godot, it's fun despite the frustrations
The thing about "lots of learning material for C#" is: Don't make the mistake to search only for C# related answers when you research something for a C# Godot project. You can easily transfer most answers from GD Script to C# - the only thing different are mostly naming conventions (CamelCase instead of snake_case for everything).
Yeah, the only time you'd struggle following a gscript tutorial in c# is if you are blindly copy-pasting. Which you shouldn't be doing! It's good that you are forced to at least understand the code a liitle bit more.
Major emphasis on dev priorities. The fact that people forget Godot is a community-developed engine is both a great sign and a terrible workload for it's developers and community managers.
@@MrXrayez My guy, godot has nothing against taking PRs. I can tell you that from personal experience, but you can also look at the commit log if you don't want to take the word of a random guy on RU-vid. Just because you can't convince an unpaid volunteer to write something for you doesn't mean it's not community built, code talks more than feature requests, write the things you want yourself and send it in.
@@davidy22there’s close to 2k open PRs many of which have been hanging for months or even years. There are plenty of volunteers but too few people on the core team to handle this many contributions
@@davidy22Don't bother, that dude is just actually crazy. He obsessively posts on Godot related content on every social media platform, and thinks Juan linetsky and open source projects in general are russian communist projects lol
honestly ppl think open-source is like industry software where they have the right to demand changes bcs they paid for it as opposed to implementing it themselves or paying someone skillful to do so
Keep an eye out on the #announcement channel on our Discord. We'll be opening up pre-registration soon for early access to GDQuest's new learning platform.
i bought the ultimate bundle last year. does this new learning platform include? to the ultimate bundle or should i need to pay to use it? And this platform need internet to use
@skete1338 you will not need to pay anything extra, your account will automatically be transferred to the new platform. It will basically replace the current website. We are coding it so that it does not require a continuous internet connection, but you will need to follow courses on the website. As we are adding more interactivity, we cannot offer downloadable PDFs or a similar format anymore, at least not in the foreseeable future.
godot has very very active Community and u can do better polish then unity it depends who is making the polish and it will stay free bcuz it's open source
I am a very new game developer with some Java knowledge and a touch of python knowledge. I downloaded Godot after hunting around for game engines and was immediately blown away by how nice it felt for someone who is more of an artist than a programmer. After Unity had their big fiasco I've been considering getting into game dev again since Godot will have even more resources than before. Brackeys tutorials so far have been phenomenal and Godot just works sooo much better for my brain. I appreciate the attention to visual style, that it's so light I can run it on my cheap laptop instead of my gaming pc, and the node tree system which still feels very object oriented but isn't as overwhelming as unity. The Godot team has done a great job at making a friendly, powerful engine and I'm very excited to see where it goes.
I have absolutely found Godot features much more useful than many of Unity's. UI, although initially a little unintuitive, is so much better to work with, Signals and groups are amazing, the terrain tilesets are much easier than Unity's smart tiles, and in general I just find it a better alternative. Absolutely loving it so far
Godot 4 got a two terrain editors right now , they just need a little support from AMD GPU organsiation then done , it will also going to be powerful 3d engine..
As someone who has never coded before godot has made it possible for me to create my own game. Thankfully I’ve been an artist for the last 15 years so coding is what’s mainly left
Of course it isn't unity. As a unity dev I was looking it up back before the unity drama, and what I thought of it was "light, but confusing". Now that I look at it, well, more, I just see that this isn't unity. This is better. You think it's user friendly? Nah, still confusing af with the node system, but once you get a hang of it, it's just better as far as keeping things more structured. And the functionality, well, it feels like the engine has less features, but those are the features you really need for your project. However yes, I realize that for the most part switching to it would mean learning it all almost from the beginning. But it just feels so worth it at this point
Am I the only one who finds it clunky and kinda hard to use? Everyone else is like "omg this is so much better than unity" but I find the development experience not so enjoyable. Also seems like the whole engine API was built around gdscript and the built-in editor and C# was only an after thought. Why are so many things done with strings? I will keep making games in godot and see if it gets better
@@stickguy9109 of course it isn't ideal and needs some getting used to. But after that, gdscript is actually really light and easy to use (can't say much about c#, I started using gdscript once I switched, cause yes it's a new thing, but with how simple it is, it felt like switching to python, not a big deal), the node system is good cause it basically resembles inheritance in oop: like, if a node is a ui button, it's not just ui button in the vacuum, it's a node, a ui element and a button, and it has all the properties of the three (maybe there are some extra levels, I didn't really go as far as ui yet lol, but it's just an example). So generally, less functionality, but overall better foundation. And also it's not unity lmao
@@stickguy9109Everything is clunky until you know it, and some of that learning transfers while other parts don't. It is actually very difficult to objectively measure good UI design and in software like Godot this problem is amplified. Consider the common case of Photoshop, you probably know how to use it because you learned everything about image editing while using a school copy. Is it actually good design though? It isn't. With a handful of exceptions the UI is how it is because it's always been that way, with some degradation in usability over time as features are slapped on. Think about how this applies to most things you use. MsOffice is a perfect example of awful design that everyone knows.
There being less features just means devs have to be more creative to get the same results, and taking some pages from retro game dev, might look better AND perform better
This absolutely needed to be said. THANK YOU. I had the same concerns: I'm so glad in light of Unity's sudden but inevitable betrayal, many people are realizing the tangible benefit of open source, BUT, I'm worried for the developers and community managers dealing with a huge flood of: "But in Unity..." and "Why isn't it more like Unity?" Inevitably, those who are the most change-averse will stick with Unity, and get bit again the next time this happens. Maybe it's just me, but I tried to learn Unity like 5 times and struggled. GDScript and Godot's node system actually made a LOT of general coding concepts suddenly stick for me. GDQuest also has done a brilliant job of making a guided slope into learning both the engine and coding in general. The way it works is very logical and quite frankly brilliant in its own right, and I really enjoy it. If Blender is any indication, its limitations won't stay limitations for long!
@@asgacc8789 Oo boy, ok, I'll try to keep it short: Basically Unity tried to force a new monetization model with its new version. I guess the intent was to capitalize on mobile / casino games using the engine who were raking in millions, but anyway Unity wanted to charge DEVELOPERS roughly .20¢ for EVERY. INSTALL. That is, if I make a game, you buy and/or install it, I would get charged 20¢. So naturally and thankfully, the whole gamedev industry exploded over this nonsense, and Unity even knew what it was doing was scummy because they deleted their ToS from their Github hoping nobody would notice. People had lots of questions: "What about demos? Couldn't somebody who disliked me just install-bomb me into bankruptcy? How are you even tracking this?" Oh yeah, and they wanted to apply this retroactively to ALREADY RELEASED GAMES. Unity says "Don't worry we aren't using spyware...but uh, it'll only charge you for the install once per user!" An obvious contradiction and weak attempt to save face. After a huge migration of their userbase (Godot got lots of attention and funding yay!) and tons of outcry, Unity walked it back in a super weasle-like fashion by putting this policy only on the later versions of the engine, and only after a certain earnings cap. I am not sure where it went after that. But basically, their scumbag CEO, John "why don't we charge $1.00 for reloading in Battlefield" Ricciotello ejected, probably with a golden parachute, and the company is trying to pretend this was all a big misunderstanding. What blows my mind is how many people are going "Oh, ok" and still using Unity after this, because it really proves that you just cannot trust commercial software, especially when they've got fatcat investors to please. Hope this helps! :)
A good thing about Godot, if he doesn't have some feature, you can create your own and share. A have seen many plugin and templates shared on internet. The problem is just the fact you need to make your own and if you doesn't know how, you are dependent of other people, but hey community is that, doesn't need to pay but it's a voluntary work and not a "free work".
"You can create your own and share" I assume Godot while probably immature still has a giant codebase for an average joe like me. Ain't no way I can add anything to that or understand what's going on
@@stickguy9109Yeah also the knowledge required to make an engine is drastically different from that required to build a game in that engine. That's why AAA studios have Engine Developer Teams.
We have been working on learning technology and now we will be working on remaking or porting courses to Godot 4. We will definitely release at least one course in early access by the end of the year, and a bunch of videos.
Man, I would really love to love Godot like you guys but getting into it is such a slog.. The short is absolutely correct imo. It's just completely different and as someone who does have a lot of baggage (also from being a professional software dev, most of the professional experience in C#) I don't find it "user-friendly" at all. It has super simple concepts, true, but most of the systems seem super cumbersome to me. Maybe that's just due to the overwhelming amount of tutorials targetting absolute beginners but yea.. I'm struggling hard. I may give it a few more days of getting into but so far I really don't like the experience, probably will go back to Unity, even tho I don't want to.. (Btw I'm trying to port a 3D multiplayer rpg I've been working on for a few months in Unity).
well yeah if you start out trying to port a multiplayer 3D RPG out of the gate you're gonna have a bad time lmao. Porting seems mostly a waste of time, may as well finish in unity while learning godot on the side.
I'm getting into Godot after being heavily biased against it but I'm having a blast To me, Godot is much simpler to grasp, on all levels Never before was I able to focus that intensely on game logic and game logic alone
@@m0-m0597 I quit trying. I was actually biased towards Godot but I just can't get into it. The workflow with the scenes and nodes is so rigid and convoluted I don't know how anybody would enjoy this more than Unity or even Unreal tbh. I get that beginners benefit from this handhold-y approach but man, just let me choose my own workflow. For me at least, it's partially due to the lack of QoL, like not being able to modify a scene within a scene, like in the prefab mode in Unity and instead having to deal with the tab management. Just one example of many tho. I also found coding in general to be a lot more cumbersome with both the in-editor IDE for GDScript or a proper VSCode setup for C#. I genuinely don't know who finds this comfortable to work with, apart from maybe web developers because JS development is basically hell.. Yea idk, I will definitely revisit Godot in the future as I'm sure there will be a lot of improvements in the next few years (especially with a lot of Unity devs migrating over) but for the time being I prefer Unity in virtually every single aspect.
@@m0-m0597 I'm curious tho, in your opinion, what is it that let's you "focus more on game logic" than in Unity? Because I continuously fail to find the comfort in using Godot. I even ditched porting my rpg and instead tried to just make a simple 3D platformer but it didn't get any better. Don't get me wrong, I'm not saying Godot is bad or that it's difficult to make games with it. All I'm saying is that I don't see ANY benefit from Godot over Unity at this moment in time. So what am I missing here? Why are people having such a blast when switching to Godot but didn't have it in Unity?
@@Stunex What helped me focusing so much on Game Logic is basically Godot forcing their script language on me. How? I realized C# has so much unnecessary boiler plate stuff going on, and then there is also performance loss due to marshalling. That forced me change my strategy. Using their own Python-like script language gives huge performance benefits when it comes to modifying objects and physics parameters. When it comes to handling big sets of data or other critical algorithms, Godot allow me to add C++ modules. And that's all I need. Yes Godot forces its workflows upon you if you want to get the very best out of it (e.g. performance), but it made me realize. C# is not everything. Yes, loosely typed/duck typing languages are still icky to me. But I want to get to a working solution as soon as possible. I don't want to get lost in architecture, because you easily end up creating the optimal code architecture on multiple abstraction levels just for the sake of it. It's not solution-driven when it comes to software-projects in that only one dev is involved. Proper documentation is everything. Following basic patterns, yes, also very important. But don't over-engineer. That's not only a trait of my German butt, everyone tend to do that imo
@@Th3-Mast3rmind yes, and UE surpasses unity on that,. at least in game performance when compiled, the SDK may be a bit heavier lol that's not really the main point here indie devs aren't AAA devs, they're not always looking for the most bleeding edge features, because they don't have the budgets or expertise in house to really utilize them much if at all, and many of the games made like that, do not really even stress a modern cpu much most of those devs don't have a need for either because they're not even multi-platform.
@@dutchdykefinger I don't really understand your point. Are you agreeing with OP that Godot is better than Unity? Or are you just simply a UE fanboy? Unity has the tools to perfectly scale from indie all the way to AAA
@@Th3-Mast3rmind Godot is an alternative, and is an engine that is constantly improving, it's a great tool for indie devs, AAA games are not everything for the industry, but i'm sure that with the enough effort you can achieve even that as well lol
This is exactly what people have been getting wrong about GIMP and Mastodon for years. They do the same kind of things as Photoshop and Twitter, respectively, but they aren't supposed to be drop-in replacements. Why is it so hard to just appreciate an open-source project as its own thing?
GIMP doesnt have preview thumbnails in file browser and build a preview in tiny area which you cant resize. Building a preview for jpeg file readed from nvme ssd took up to 1+ second. Up to few seconds for png. I need to click to "make a preview"?! All of this in image manipulating software?! Those so called "own things" are literally just a hilarous bullshit which only show what software was maded without any single mind about UI/UX, usability and just a simple love and respect for users.
@@NihongoWakannaiIf you genuinely think Photoshop's popularity has anything to do with it's layout other than familiarity you're just wrong. I'm not going to say Gimp is perfect, but Adobe's UX design is merely consistent, not good (and I've been using it for decades).
You can also import maps from Doom and Quake, so map creation is actually really easy as Doom Builder is super easy to use and Trenchboom is pretty easy too
It's the architecture diagram from the official documentation : docs.godotengine.org/en/4.0/contributing/development/core_and_modules/godot_architecture_diagram.html
I recently started diving into godot trying to learn it without a tutorial. I'm still learning how it works especially how to reference nodes properly and how to set up the node tree, but I've been treating Godot like it's a big boy version of Scratch.
Godot is growing with thousands of passionate developers right now. Obviously it's not in Unity level, but I'd rather use a software that actually cares about its community.
Upsides to godot - it’s open source, and comes with all the benefits of that Downsides of godot - it’s open source and comes with all the drawbacks of that
@@muhamedzeqiri7360 Only two come to mind. 1. Lack of official customer support, but if you are a game dev...well I would say that realistically isn't as a big an issue as some might think. 2. No official export to consoles. However, if you are exporting to console, you can buy unofficial export templates or pay someone else to handle the port. Admittedly, these are costly options, but so is getting on console to begin with as there is a lot of gatekeeping, licensing, and NDAs as the proprietary source code for . In reality, though, the indie studio is usually not going to target consoles until long after launch, if at all. In the rare case that you are targeting such closed echo systems, you really aren't adding that much to base cost of entry in the grand scheme of things since you already or are planning to spend a good amount of money to get on the platform and on advertising to begin with. You either have the money to get on console now, or will see about it in the future. Aside from that, I don't see a real down side with Godot unless you want unreal-tier graphics, which, if you are using unreal as a benchmark, you might as well just use it or put in a ton of time and effort into modifying the Godot render engine.
@@muhamedzeqiri7360 Have to wait for it to become competitive to the triple A market. Blender for example imo is only just recently in the past 2-3 years reaching a passable version of maya or houdini
I have used popular 3 engines (Godot, Unity, Unreal) and Godot is the winner for me. It depends on your choices but I wanted something free and not something that takes 5gb per simple projects, also I have coded games from scratch with only code, so changing to Godot I see it has everything you need and it's really easy once you get it.
It's different but different with intention. I read some documentation that basically said they'll happily fight people to defend their looping structures. Do I get why they choose those choices? Not yet, but I admire the spunk.
I actually used the godot engine for my game jam last week end. If you try to use Godot like unity you will struggle a lot. If you try to handle it like an own tools with its own ideas you will recognize the potential of the Godot engine. I will definitely make more Godot Games in the future.
@@Christobanistan I'm not sure if it's fair to call it poorly implemented...you could argue the lead just has a different set of priorities. Not every game needs, in fact most games do not need, a super performance focused engine. And focusing on performance usually comes at the cost of ergonomics/DX. If you want an engine anyone can use to quickly get started in the industry their methodology makes at least a kind of sense
@@Christobanistanif you’re concerned with performance, why are you using C# instead of a compiled language? There are C/C++ and rust bindings, D too if you’re one of those weirdos
@@noxabellusIt's totally fair, after all we're not talking a small performance loss, this is going from close to C performance to interpreted performance, at ~10-50x performance loss. Sure, "not every game" needs good performance, but when you need it, you NEED it! And you never know when a game will transition from not needing it to very much needing it. There's just no excuse, frankly, other than a very lazy implementation. This is one of those areas where open source implementers really become a liability, As individuals doing volunteer works, developers can tend to dig in their heels and defend poor design choices and take criticism as a personal offence. A company would just say "fix it." I guess until someone decides to fix it, it's never going to get fixed. That's not terrible, though, C#, as a non-data oriented, partially compiled lang requiring a runtime and garbage collector probably just isn't the best choice. I say choose something like C or C++, or GoLang, (or Rust if you want to lord your skills over others).
@@Christobanistan "I guess until someone decides to fix it, it's never going to get fixed." From what I've heard even that isn't enough as they have denied PRs along those lines. I disagree that "you never know when a game will transition from not needing it to very much needing it" if you haven't figured this out in early design phase you haven't got a prayer of completing anyway. In general, for my own purposes, I agree with you for what its worth. I just think there's plenty of space for this as an entry-level (as in experience level) option. It'd be better if it wasn't being touted by so many as a replacement for something more. None of this is to say that unity is great for performance either, mind you. Unreal can be quite a pig as well. What's a beginner to do though? Hard to reinvent the wheel if you've never seen a wheel. In any case, this type of thing is why I'm making my own engine in my own programming language. Can't exactly recommend that though lol
I've never really gotten much into Unity, but I mostly use frameworks over game engines. I want to learn godot, but I love C#. It's kind of annoying that .NET is a separate version that's not the default, and I wish it does get more documentation.
Same level of polish? As an avid godot enjoyer and unity hater I can't help but feel like this is a farfetched point. Godot is simply not there yet and I highly doubt (even if all addons magically would be available in godot to begin with) it could handle the high intensity load of games like Tarkov (which even Unity can't handle properly) or Rust. Also Godot Material is extremely limited to beginner tutorials. Try to find advanced concepts explained, I'll wait (And be happy if you do find some)
Yes :D I didn't talk about the Rust Language. I was talking about the survival game which is always at the brink of ripping Unity at it's seams.@@Christobanistan
Even more simply put, any famous mobile game is usually made with Unity, and I can bet confidently that Godot simply isn't capable of building something like it yet.
I learned Unity back in college, and I do want to start doing game development at some point, but I'm glad I haven't started yet... In my experience, migrating to another software is a nightmare, so it's a good thing that I haven't gotten used to Unity...
I was making simple games about 10 years ago in unity. I installed unity about 1 year ago and I feel it changed SOOOO MUCH. But when I installed godot, I felt like 10 years ago while tinkering with unity. Engine is simple, yet powerfull. And if you find bug or missing feature, you can just compile it on your own. If you start your project from scratch, try godot
Once you fix stability issues in the editor or project file corruption, it might become a decent tool. Right now, getting frustrated is the norm I guess.
Yes, you can sell games made with Godot. You do not accept any EULA or TOS when you start using Godot so there is absolutely no way for anybody to ever ask for a portion of your earnings.
@@novh4ckyou do accept a license agreement though. The MIT license. That license say you can do whatever you want to the source code so long as the original copyright notices are preserved and a copy of the license is included with anything you distribute that includes the licensed work.
I find many things in Unity to be way over complicated. I got stuck on one project for a while because I was trying to draw a box on the screen and I thought it would be a simple draw function but no. I don't even remember what it was but it was more complex than it needed to be.
"Same level of polish" eh, I'm not sure about that. Though I hope that with more programmers on board, Godot can flourish a lot quicker than it was before.
@@wheatwhole_ I'm using Godot to make my first game, I like it, but the best Godot games don't seem to have the same polish as the best Unity games. 2015's Ori and the Blind Forest, 2015's Pillars of Eternity, 2018's Subnautica, 2018's Beat Saber, look and play better than anything made on Godot as far as I can tell. They are 9 and 6 year old Unity games. PVVK looks impressive, but I don't think we can say Godot games are at the same level of polish as Unity, yet. As I said, hopefully with more programmers on board, Godot can flourish quicker than before. Version 4.3 looks like a very impressive update.
I switched to godot for this very reason actually as it felt like a friendly rebound unity. I would run into so many issues using Unity that would impede my development progress which didn't even involve my own code debugging just general things in unity breaking, things not being consistent, etc. I switched to Godot only a couple of weeks ago and just following brackey's new tutorial I got a working level with zero issues due to godot itself. In fact I made modifications much quicker in godot than i could in unity. I will switch back to unity if and only if they restructure it properly. I feel that unity is rather sloppy because most of the features seemed to be shoehorned in.
I switched to Godot back before all of the Unity drama (when Godot was in 3.3) and I was able to switch what bit of my game I had from Unity to GDScript just fine. Granted I was learning C# as I went so learning how to do the same thing in GDScript wasn't back-breaking. I guess it wasn't "easy" but nothing about game dev is.
The code of current versions is all open source so in this case, what is free now IS actually free forever. The license cannot be retroactively changed.
I work professionally with c sharp for maintaining APIs. And I once imported a sword into The Elder Scrolls 4 Oblivion that I made from scratch using Blender and Gimp. I'm ready to Godot.
As a former Unity dev, switching to Godot was the easiest and smartest decision I've ever made. Getting used to it is easy and it's so much faster and has such a better community,