Is Godot Good?

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kudo is a game engine that was released in 2014 and is completely open source it has been growing steadily in popularity since then with huge spikes in the last year or so so i figured i'd hop on a bandwagon and spend a week learning what all the fuss was about i jumped into their documentation and followed their 2d and 3d tutorials and after lots and lots of interesting reading some hair pulling and a fair amount of fun i have plenty of hopefully useful insights to share with you and together we can try and decide if gado is any good this was easily one of the biggest upsides to gorilla getting started is as easy as downloading extracting and double clicking and when creating a new project there are no complicated or intimidating questions simply select a location create a folder if one doesn't exist and a quick explanation of opengl and the version you should be selecting based on your project with a default selected so if you're unsure you just click next if i were someone just starting with game dev the last thing i'd want is to be asked questions that i don't know the answer to also did you notice how quickly the project window opened my goodness no loading screens now that is a win as unity developers they're used to the concept of game objects which have components and can be parents to other game objects pedo separates these concepts into scenes and nodes that is a scene is a collection of nodes and a node can represent anything from a 3d model to a raycast scenes can also be saved to disk and can contain other scenes you can also create instances of scenes from code in a similar fashion how you would instantiate game objects in a unity script coming from another game engine this concept can be a bit confusing at first but as you use it more it starts to click and whilst this is a bit of a mindset shift it really does feel like a different way to achieve the same results one of the first considerations for me and many other aspiring game developers i'm sure is the programming language that you will need to use considering the fact that i use c-sharp every day for my actual job unity was an easy pick for me godot makes use of a dynamically typed language called gdscript and they are continuously adding support for new languages including c sharp and c plus plus as well as a visual scripting language however for my tests i thought i'd give gdscript a shot it is said to have incredible integration with the godot interface and i quite enjoyed using it but was quickly reminded why i really don't like dynamically typed languages for one the insteady sense not sure what to call it here but the little suggestion or the complete box thingy doesn't always work well and i can understand this because the compiler needs to constantly figure out what types it's dealing with whilst annoying this wasn't that big of an issue but what really does make life difficult is when you accidentally miss a letter in a function definition member variable in the line of kojiro 20 minutes ago and the compiler doesn't realize this until you call the method or use the variable can be quite a pain to figure out that though i suppose is more of a me issue with dynamically typed languages in general so if you love python or whatever i'm sorry if i have offended joana whilst i did have some issues with scripting i must say that the integration between the godor interface and its script is truly awesome you can attach a script to any node by right clicking it and saying attach script there are some similarities that you will find like the radio method which is similar to the start method in unity or the physics process method which is similar to the late update method in unity debugging works well too you can click a line or hit f9 to place the breakpoints and run the code with f6 which i must say happens blazingly fast i also feel like i need to mention signals which is godot's implementation of the observer pattern this allows you to define event handlers and subscribers in different places the timer is a really useful node where we can see this in action in the node section you have the ability to select a signal so in the case of a timer one could use the timeout signal once the timer reaches zero the selected method will be signaled signals are commonplace in godot and i enjoyed working with the implementation the management of animations is where things started to turn a little sour for me so you have an animation player node which it seems can be added from a rigged and animated model made in blender or some other 3d modeling software and things seem to work fine for the rig that was included in the tutorial assets but i struggled to get the animations to work from my own rigged model though i suspect i could probably figure this one out with a tutorial or two the real struggle came with creating the state machine that is the controller that defines which animations play when a state machine is confusing enough to manage when you have a visual interface so when i learned that you need to manually type or copy paste the names of each of the animations and then code a state machine with a bunch of if statements to decide which animations play when i was a tad grumpy i was even more grumpy when i realized after 10 minutes of debugging that my stab animation wasn't playing when expected because i spelt idle without the eye is to say unless there is a better way of doing this that i am not aware of i would not be stoked to work with complex animations this way [Music] i will be honest i haven't spent enough time on shaders and particles to give a fair assessment on their capabilities but i did struggle a bit with the shader editor it felt a bit clunky and as i understand it node-based shaders are constantly being worked on so i expect this will improve in time particles are driven mostly by particle materials and draw passes which you provide measures to i imagine you would be able to create some pretty impressive particle effects if you learned how to use the particles material effectively though i must say that unity's shader graph vfx graph and general push towards ease of use for creating good looking effects seems to be a bit further ahead on face value more on this though as i get better at godot [Music] whilst i did have some issues with workflow there is a certain amount of charm that godot has and you just kind of get sucked into working with it it's not scary it's fun and it kind of makes you feel like a kid it does what game development is supposed to do it gets you excited and it feels like you're having fun more than you're getting frustrated can happily say that i will continue to learn this game engine and will be keeping a close eye on it heck maybe i'll even become a contributor one day anyway i'll catch you guys on the next one
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Channel: Tvtig
Views: 6,800
Rating: undefined out of 5
Keywords: Godot, is godot good, godot game engine, should i learn godot, godot vs unity, unity vs godat, unity vs godot, godot game dev, Godot games, games in godot, is godot better than unity, is unity better than godot, godot is better than unity, godot is the best game engine, is godot the best game engine, is godot easy to learn
Id: jsIHwc_GA9k
Channel Id: undefined
Length: 6min 14sec (374 seconds)
Published: Tue Oct 26 2021
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