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It's important to mention that the (now reversed) Unity changes greatly boosted godot popularity, many small and medium studios donated to godot and switched/considered switching. The impact is noticeable in google trends.
They weren't reversed. They were modified to be more reasonable and the chances only apply to newer versions, but there is still an addition of revenue share. If you chose Unity over Unreal because of lack of revenue share, that means you are either stuck with old versions or you have to migrate to Godot.
When 4.0 released I was very upset with it and the team. 4.0s release was pretty terrible and was so broken many areas it still felt like an alpha build. Now that we are almost at 4.3 release the engine finally feels like it should have at 4.0s release
Seems similar to python. Python 3.0 was practically a release in name only, you wouldn't ever use it for 'production', but the devs just needed to get it out the door and in the public eye to start iterating with the help of outside feedback.
Add MMORPG systems button. This will take care of every event, communication, and multiplayer system that would make it up. On your main scene, you add the MMORPG3D Node as a child and you have a demo scene added automatically with it. The hub city from WoW. Pretty neat stuff! /s
Don't be scared. Backup your stuff, and get to work! Being scared means you stall. And that means you learn slower. Move! Do the work! Make the change and be successful. Learn what works and what doesn't. Get your stuff going. No excuses. Not hearing it😤👍
There's no obligation to port to 4.x unless there are features there you really want. Depending on how far along you are on your current project, you could save Godot 4.x for the next one !
Godot is so wrong in trying to build their code editor. It will never be as good as vsCode (the last time I checked it out, it was so awful), and they are also spending tons of time and effort building it, which doesn't make any sense. lol.
@@babakfp So I accidentally wrote an entire essay, sorry :D Here we go... ahem... 1) Don't have to wait for it to start up since its just another tab. With VS this took a really long time and was super frustrating. Most importantly, though, this lost time adds up over time (pun not intended lol). 2) Visually much more pleasing and easier to read than VSCode (I know you can change how VSCode looks, but just the fact that you have to do it yourself is a bonus point for Godot's editor which is great by default.) 3) No crashing or lagging whatsoever, much unlike VsCode which does not have such a stellar performance, especially when used with a third-party app like Unity. 4) Deeply integrated into Godot to the point that a running game will update if you change a variable without needing to restart. No matter how good the potential integration of VSCode to Godot could get, it would never come close to the built in editor. 5) Has a built in documentation, for essentially everything (and you can make ur own!) which is such a time-saver. 6) It is also much more intuitive and simple to use, especially for a beginner. It is not as bloated and complicated as VSCode. Now these are just my two cents and I would agree that VSCode is much more mature, powerful and allows for much more customization and other cool stuff that Godot's editor lacks. However I would argue that just like Python vs C++, it is an elegant, simple and intuitive solution, that for most people, especially for beginners, is a much better choice than VSCode. Thanks for listening to my Ted talk, and have a nice day! :D
Lmao. The built in editor is part of why the engine is so accessible to anyone who wants to try game dev. Think about it for more than two seconds in the context of what godot is please. If YOU want to use some external editor you totally can!