I hope so. I've been supporting it since 2.0 however I could. And also know blender since 2.3, which was obscure back than and makes me glad that it is an important industry standard nowadays. That said: I see a bright future for Godot (unless management doesn't sell out)
It will not if the structure of the Godot Project doesnt change. Blender became Blender not beacause it FOSS, no because Blender has Ton Roosendaal, he decided quite early how the structure will be. Tough the Godot Maintainer often says he uses Blender as an inspiration. A lot of FOSS projects fail because of no clear vision an no organizational structures
@@SylvanFeanturithat's like over half of all the discord servers, im very hesitant to join any servers because i just know half the time it's a shit place or a dead place.
Every time I used Godot it was slow but after 4.0 there are still issues. It has performance issues. But I hope will fixed. First rule to become successful is that you admit your situation but unfortunately Godot devs don't want to even listen anything called criticism. So, there is a huge difference b/w the blender success and Godot success due to behavior of two different types of people. I hope they will listen if not then we have some other choices like bevy, stride, jmonkeyengine, wicked engine etc. For now I will say Godot is python in comparison of Unity which is like C++.
@@lettacorporation Yep. I also make videos about Godot to promote it. at the end. its my responsibility to tell truth. By the way. its about devs not the engine
Why do you say they dont listen? Do you have some examples? What kind of performance issues do you have? For 2d godot is probably objectively the best engine out there, with 3d there are still some features missing but the performance is not one of those since the change to vulcan api
@@jumpsneak you are a 2D dev 🤣🤣🤣🤣🤣🤣. I know Godot is good at 2D but not the best. There are other good 2D engines like Defold, Unity, monogame, libdgx for 2d of someone knows how to code there are top 2d games made with libgdx. 3D game development is not about features only it's first problem and the priority is performance at all. If you shoot in any game like road to Vostok, other Godot 3D demos of fps games, fps drops to 12 to 15 from 60. It's not the case all the time. You can't use shadows and ssao it will eat your performance in Godot. Wicked engine which is made by one or two people is 100% better in physics, graphics and performance than Godot if you say same thing to Godot devs they will not listen to it. They don't admit their situation. Stride game engine is even better than Godot in almost all aspects in 3D not in 2D because Godot is way better in 2D I admit it. Vulkan can't fix Godot problem. Wolfenstein old blood, New Order, Doom 2016, Amenisia the bunker are game using opengl renderer. So, can Godot be able to handle any of such project even with Vulkan. Answer is simple No !!!!!!!
@gamecoder77 Thanks for your reply. Unfortunately you didnt give me much answers to my questions of examples of devs not listening and what kind of performance issues you have. Now to your assumption that I'm a 2d dev [smileyfaces], I am baffled how you came to that conclusion. I made games in 2d as well as 3d (talking only about godot here) currently working on 3d exclusively. Also there is nothing wrong with being a 2d dev hence the question why the smileys? Godot has a nice feature: its open source. What does that mean? People can contribute to the engine. So there are more than just default physics engines like Jolt or others for example. I never said godot was the best 3d game engine. Also libgdx is not technically a game engine, its a framework. But thanks for your input
Amazing that Unreal had on 5% participation in this game-jam, although is also a free and unquestionably powerful engine. Maybe is just too bloated for many to consider it as a valid choice for a game jam.
I think the main negative for Godot is the fact it is open source, rather than provided source (like Unreal for example). Godot is all good until you want to port to console, then you have a problem that you don't have in Unity or other non open source Engines. With Godot you are going to have to pay for another company to port your game to consoles and have strings attached. With Unity or Unreal (and indeed other engines) they support all consoles straight out of the box. That one point alone will be a huge put off to many serious devs.
The foundation behind Godot is actively working on toolsets for console portability, as they have stated a while ago. This is currently concentrated as a service for larger studios and to gather financial resources to drive godots core development. It is planned to then be implemented in Godots core once it proves viable enough (big console developers are reluctant to give their dev kit secrets out to just anyone, so that's why the foundation was... Well... founded: build credibility first)
@@yt_n-c0de-r The issue is the open source license, not toolsets. Console API's are closed source and only supplied under NDA so it can never be part of open source as they are mutually exclusive (as the docs explain). There is the option of using 3rd parties to port for you of course who have the expertise already (and the price tag to go along with it). Hopefully a way can be found in the future, but I guess the engine wont change from open source to supplied source
Godot is okay, it is absolutely riled with issues though. I think it will become great, but on my current project I’ve hit so many hurdles that aren’t documented, or documented properly. Also the MASSIVE changes to the properties and functions is a nightmare after learning the original syntax They need to quit making breaking changes and stop documenting like AWS does (poorly)
The problem is, as well as the code is writtend by the community, the documentation also is, and some developers dont like to document what they developed. Then it turns into a problem to someone else to solve.
@@matheus-pese that is an interesting view, for sure. Anyway, both modalities have advantages and disadvantages. But for sure your points are worth mentioning
@@matheus-pese hahahaah they aren't my friend, sorry for that. Fortunately I have a high amount of comments (if you consider the fact that I upload 4 videos weekly), so it is complicated to answer everything thoroughly
@@lettacorporation No. (that is known as "having a crush" crush being a person in that case.) Crushing is the act of violently subduing or otherwise compressing something or surpassing something in skill or victorys. using the word "crashing" is non-functional as it doesn't make sense in english, although I'd be willing to bet most people would just misread that the title as "Why Godot is CRUSHING Unity". Simply put, "Crashing" is the wrong word. Other words you could use are [Destroying, Beating, Overwhelming, Out-Doing, surpassing] Most of those words are closer to your meaning.
@@lettacorporation Although the main problem with saying that godot is crashing unity is that is sounds as if the godot engine is crashing the unity software, as in, causing it to bug out. like the programs are incompatible on the same computer. Which is what I thought when clicking on this video.
I think Godot is very similar to Unity, I could pretty easily pick it up and prototyping. Godot is missing some features, but being completely free makes more than up for that. Compiling and testing the game is so fast in Godot
Wow you are the second person telling me that, would you mind telling me why? I have read some articles and it seems that crashing would be the correct word, but anyway, let me know
If you "crash" into something, it is typically damaging for you. Like if you crash your car into another car, your car is getting damaged too. When you "crush" something it typically means it isn't very damaging for you. Like if you crush a car with a monster truck, your truck is fine but the car is totally destroyed. So if you said "Godot crushes Unity" it means Godot totally beats it.
@@littledemo3605 the thing is that it isn't the official language of Godot, so migrating everything may be difficult, don't you think so? But of course you do have a point...