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Godot vs Unity: Physics 

Letta Corporation
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🤔What is this video about❓
Today we are going to be comparing Godot and Unity physics in both 2D and 3D. With this simple yet effective tests, we will se the main difference in terms of results in both of them. I do have to say that the results surprised me a lot. Let’s get started
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7 сен 2024

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Комментарии : 38   
@nasheethahmeda817
@nasheethahmeda817 Месяц назад
I mean unity uses box 2d and godot uses its own engine, but we can use box 2d in godot too. I would like to see a comparison between godot box 2d vs unity....
@lettacorporation
@lettacorporation Месяц назад
I wrote down your idea! Does Unity use Box2D??? As far as I know it has its own physics engine. If you had the source of this it would be quite interesting...
@JK-wc1pl
@JK-wc1pl Месяц назад
@@lettacorporation from unity manual (Physics tab): Built-in physics engines for object-oriented projects If your project is object-oriented, use the Unity’s built-in physics engine that corresponds to your needs: Built-in 3D physics (Nvidia PhysX engine integration) Built-in 2D physics (Box2D engine integration) Physics engine packages for data-oriented projects If your project uses Unity’s Data-Oriented Technology Stack (DOTS), you need to install a dedicated DOTS physics package. The available packages are: Unity Physics package: the DOTS physics engine you need to install by default to simulate physics in any data-oriented project. Havok Physics for Unity package: an implementation of the Havok physics engine for Unity, to use as an extension of the Unity Physics package. Note that this package is subject to a specific licensing scheme.
@BryceSummerGames
@BryceSummerGames Месяц назад
I feel like it would have been better to also build the projects before testing. I don't know much about Godot, but the Unity editor itself has quite a bit of overhead, and you can squeeze out quite a bit more performance from a built project.
@lettacorporation
@lettacorporation Месяц назад
Will have it in count for future reference😊
@igork1336
@igork1336 Месяц назад
GDscript - is an interpreter; and you need to write code properly if you want to achieve reasonable performance. 1. There is a variable declaration in for loop (x2). GDScript will literally create a new variable for each loop, which is a very costly operation. 2. Variable should be typed. Non-typed variables in interpreters are very slow by the design (a lot of safety measures are applied). 3. There is no need to assign value to the random_position variable, so in the next step, you would assign it to the property. You are comparing C# with poorly written GDScript (interpreter). If you want to compare Unity with Godot, please do it properly - compare Unity C# with Godot C#. Godot's default physical engine is it is the weakest point. In 2D, Godot + Rapier2D beats Unity (in some cases, they are on pare). In 3D Unity always beats Godot.
@lettacorporation
@lettacorporation Месяц назад
Thanks a lot for the information, will have it in count for future videos!
@lettacorporation
@lettacorporation Месяц назад
By the way, just tried out your points. It seems that the increasing is quite poor. Maybe something like 1 sec. extends Node @export var ball_scene : PackedScene func _on_timer_timeout(): for i in range(5): var ball_instance : Node = ball_scene.instantiate() ball_instance.position = Vector2(randi_range($Markers/Marker1.position.x, $Markers/Marker2.position.x), $Markers/Marker1.position.y) add_child(ball_instance)
@TwinechoesEntertainment
@TwinechoesEntertainment Месяц назад
I have to point out this comparison is not fair. At around 5:44 you can see Godot's physics starting to destabilize and break down. This causes a chain effect through the stack of the entire objects, and before long the physics now has to do depenetration calculations on all the objects. Contrast that to Unity's stacking logic which seems to handle stacked objects much better. Meaning the physics objects at the bottom of the stack are able to go to sleep (sleep in physics means no calculations are further done on that object). You can see the objects in unity are still sleeping while the ones in Godot are still awake and performing calculations. You've effectively compared stack physics implementations in this video. Not really performance physics per se. If you want the latter, you need a better test that does physics separately on each phys object instance, and has minimal to no stacking involved. I was really interested in this test because I'm considering moving to Godot for my personal project (I use Unity and Unreal professionally). You could do something like Pachinko machine , but the balls at the bottom of the board instantly teleport back to the top, so things don't get stacked at the bottom
@lettacorporation
@lettacorporation Месяц назад
Wow, super clear message and insightful. Really glad you shared it! Will have it in count ;)
@NFS28300
@NFS28300 Месяц назад
For Godot 2D, use Rapier2D plugin, and for Godot3D, use Godot Jolt. They are much faster than the default godot physics engine.
@lettacorporation
@lettacorporation Месяц назад
Will create a video about Rapier, Jolt is amazing as well. I already created a video about it
@SUPREMOFERAH
@SUPREMOFERAH Месяц назад
Seria interessante utilizar fazer a tipagem do codigo em gdscript, pelo visto não foi feita tipagem de código nela. E melhorar a qualidade das sombras no 3D da Unity, pois aparentemente, o visual da Godot no 3D ficou com bem mais qualiade. Acredito que fazendo dessa forma, ficaria mais justo.
@lettacorporation
@lettacorporation Месяц назад
Nothing was modified, as you said. The idea was also to compare them with just plain settings, but anyway, it could be worth trying them out in those conditions
@SUPREMOFERAH
@SUPREMOFERAH Месяц назад
@@lettacorporation A Unity é mais otimizada, mas na documentação da Godot, a tipagem de atributos e funções, melhora em até 200% o desempenho, acredito que vale a pena tentar dessa forma.
@seeeseberger
@seeeseberger Месяц назад
Keep in mind that most games never go beyond the constantly colliding 2300 objects in 2D or 1200 objects in 3D that Godot offers. These tests require so many collision detections because every ball/sphere collides back and forth with every other, which rarely happens in a game. Even in a game about destroying large buildings, so many collisions seem unlikely because the objects are not compressed into a relatively small space like in these tests. Should you need even more collisions, there are also plugins that can maintain performance.
@lettacorporation
@lettacorporation Месяц назад
That is an amazing point. It is true that in more realistic scenarios this wouldn't happen. The idea for this test, however, is to see how the engine would perform in daunting situations to see its overall performance
@91tj
@91tj Месяц назад
EN: It's very funny see the "Godot guys" trying to defend Godot's lack of stability in the comments section... HAHAHA PT: É engraçado ver os "Godot guys" defendendo a falta de estabilidade da Godot nos comentários... HUASHUA
@lettacorporation
@lettacorporation Месяц назад
Well, as every fan of something they wanna do their best to defend it. But well, worth opening the mind as well
@TerraUnityCo
@TerraUnityCo Месяц назад
Hi Marco, came here from LinkedIn 😃
@lettacorporation
@lettacorporation Месяц назад
Yes I know you! Glad I can see you also here :)
@TerraUnityCo
@TerraUnityCo Месяц назад
@@lettacorporationGlad to see you here too, seen some of your videos on your channel and they are some amazing stuff! Keep doing the great job. Are you on Discord too?
@hendersonandre1
@hendersonandre1 Месяц назад
Its very interesting that godot had the higher fps until you got to 26s. Could there be a memory leak or its just how godot physics engine is optimize.
@lettacorporation
@lettacorporation Месяц назад
Well, the project was quite small; I don't think there is a memory leak. Probably it has more to do with how the Godot calculates its physics
@treebook1443
@treebook1443 Месяц назад
Man, I feel that your voice is familiar, aren't you the one who teaches me zenva?
@lettacorporation
@lettacorporation Месяц назад
Hahaha, I'm a course instructor there! Glad some of the students are also finding my channel. If you took some courses in which I'm the instructor in Zenva, how was your experience? I love hearing feedback to improve my skills and therefore my teaching capabilities to help more people😃.
@treebook1443
@treebook1443 Месяц назад
@@lettacorporation bro your the best but i wanna ask you why you hate godot?
@ayzhol9620
@ayzhol9620 Месяц назад
Whilst it doesnt surprise me that Godot is worse HOW bad has really shocked me. I am using godot for a 3D project HOPING TO GOD that eventually this they will naturally fix issues with 3D as I get further into development.
@CebGIN
@CebGIN Месяц назад
What kind of game are you developing? I don't think you need something that needs thousand of rigidbodys all colliding with each other
@lettacorporation
@lettacorporation Месяц назад
Yeah, that is why in the introduction I said that the results surprised me. Fortunately for 2D and 3D there are alternatives (Box2D, Jolt)
@lettacorporation
@lettacorporation Месяц назад
​@@CebGINthe thing is that even though you may not need thousands of balls, it is just a test to demonstrate how unstable or stable the physics engine is
@g.farias5138
@g.farias5138 Месяц назад
Sos argentino? Tenés acento lol :D
@lettacorporation
@lettacorporation Месяц назад
Yes sir!
@AkiraMujawar
@AkiraMujawar Месяц назад
unity has mastered the technique for rendering within camera, have checked weather it was your graphics and not physics for Godot?
@lettacorporation
@lettacorporation Месяц назад
Sorry, I couldn't understand what you mean. Could you try to explain again?
@AkiraMujawar
@AkiraMujawar Месяц назад
@@lettacorporation have you compared graphics, cpu and memory usage without adding physics simulation?
@a.r.9024
@a.r.9024 Месяц назад
Help me friend i had a admob account it got disabled months ago can I make a new account with new email please Answer 😢😢😢😢😢
@lettacorporation
@lettacorporation Месяц назад
I'm sorry, but can't help with that since it is out of my knowledge. Hope you can sort it out, though
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