The more tools there are and the more people like you cover those tools so people learn of them, the greater the odds of a "smash hit" made in Godot appearing and proving it as a commercially viable game engine. Edit: For the record, by "Smash Hit" I meant a success like for example Hollow Knight.
To be honest all these titles, including the ones I mentioned, are barely 'smash hits' in the wider scheme of things. I think @Drejzer might've been referring more to the success enjoyed by games like Minecraft, PUBG, Stardew Valley, Terraria, RUST, Palworld, ... and that's just referring to indie games. Backpack Battles may be currently doing releatively well on Steam (which I'm happy to see as I love those PlayWithFurcifer guys), but Endoparasitic is definitely not a 'smash hit', having only had an all-time peak record of players of just 430 on Steam. They may be big among Godot fans, but I think we're somewhat biased ;)
Just an addition: Don't judge this addon for the look of the demo-project. It looks somehow bad, but it's just the used textures/models. You can use way more realistic textures/models. Also the used colors of these low-poly-style is very... strange. When i first tested that addon, i thought, that something went wrong, cause it looked so odd. TL.DR: Addon ist awesome, demo-project is not.
That's good to know! I was looking for CC0 models for the demo scene so I had to deal with models/textures that does not come all from the same place. Maybe I should try to make a better demo scene for the project! Still glad you enjoy the plugin 🙂
@@spimortdev definitely understandable a demo project is just that and should be not like you're going to use these to make your own sellable game LOL that's just copy and pasting nothing original about that but I noticed from the documentation it says you can Update Terrain, when you change it. So basically just like any other mesh altering in Godot use the Inspector I presume ?
@@gr8guygaming yes, you use the inspector to modify the terrain. Tho, to apply the changes to the terrain, you can press the update button. This is to increase performance while modifying the terrain, so I don't rebuild the terrain on each modifications 🙂. This is only when you modify something from the inspector, when you paint, everything is "live"
@@spimortdev Thanks! That is very much appreciated! I have been dabbling with a few practice fps levels in Godot and I quite enjoy its immersive quality of game engine. It isn't copiously top heavy as Unreal is with the over Gigabyte models but you can still obtain a really nice optimized polished look and feel to the environments. I have yet to try out actually making terrain so I most definitely appreciate the answer because this plugin I might just have to dabble with. 😁🤙🏼
Man, I may have to start doing my games in C# instead of GDScript. This is great! I just wish the base Godot docs went over the C# aspect more as that is the one thing really keeping me on GDScript. It’s just so much better documented (and Python like which is nice)
I would highly suggest it as the more robust type safety and the nature of how C# works influences you to use better code practices. Some other benefits include being able to scale your team with a language that is not specific to Godot, and the performance improvements are notable. If you do end up using C#, use git!
Do it. Frankly, GDScript being the mainly supported language is the main thing holding this engine back from widespread adoption. The mainly supported language needs to be a statically typed one. Probably >95% of the games industry uses either C#, C++ or both and there are plenty of good reasons for that.
@@partymetroid Yes, but classes have much more robust functionality within c# for larger teams, I can speak from experience on that. GDScript is a perfectly capable language, however.
On your note about Terrain3D: I used it for a game jam that just finished up. It is great! And while I haven’t tried this so don’t know the comparison, the biggest thing with Terrain3D is that it doesn’t support rivers and other bodies of water natively, and also doesn’t do grass/tree placement. It does have a tool for working with some other plugins that do grass and trees and rocks, but it isn’t built in. Also it works with GDScript, so if you’re going to program with that, then it’s the way to go
Does it support holes? If a heightmap sollution support holes it becomes simple to model, for example, the interior of a cave and it's entrance as a mesh and then drop the cave mesh in the level and adjust the cave entrance to the terrain hole. By the way, I don't think you have already covered the MTerrain plugin here.
Looks nice, the implementation in C# is definitely not as fast as it would be in C but or C++ as is the engine itself. However I would be more concerned by how the performant is the terrain collision itself, ideally again, it would be implemented in native code.