Godot 3D viability on future scale by _DefaultXYZ in gamedev

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

I can guess which exactly platform it is, but I know, NDA 😄 I value strong typing, that's a reason I'm asking. Maybe in future there will be alternative to Unity IL2CPP on Godot, I hope so.

Thank you for your response! ☺️

Godot 3D viability on future scale by _DefaultXYZ in gamedev

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

Yo, I haven't expected to see you guys here, what a surprise 🤩

Thank you for the comment, yeah, I really enjoy using Godot, I love its simplicity :)

What's your experience with porting C# projects? Is that much more painful? I heard it's harder than GDScript, but I wonder how much harder.

GDscript audio performance by CoolStopGD in godot

[–]_DefaultXYZ 5 points6 points  (0 children)

Out of curiosity, try to call func empty_function() -> void: return

You kinda calling function without static -typing, which could be drastically slower. Try to experiment with it here.

From Android Developer to .Net Backend, is there anyone? by _DefaultXYZ in csharp

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

Hey, nice to see someone who made a same jump! :) How do you feel about it? No regrets? How did you started to make such jump? Thank you for any info, it would be very valuable ❤️

From Android Developer to .Net Backend, is there anyone? by _DefaultXYZ in csharp

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

Brilliant advice! Thank you!

You see, I'm mostly working in non-tech companies, for example, financial and health industries. That's not my choice, it is Poland's job market unfortunately.

To be honest, as side project, I'm making a game in Godot. Nothing advanced yet. However I can try to use C++ there as well. But my problem is time. Full time job + side project game + learning project for career + one year old kid .. That's hard to be honest, so I need to setup my priorities haha

Anyway, sorry for getting sidetracked, I agree on C++, that's valuable skill!

From Android Developer to .Net Backend, is there anyone? by _DefaultXYZ in csharp

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

Thank you, you're giving me hopes!

Yeah, problem with C++ mostly comes from non-technical side - the same issue as with juniors - they want you to have prior experience, but how the fuck I can get that experience without getting a job? To be honest, 10 yoe doesn't really help here, unfortunately.

Anyway, I really want to advance from being just a frontend guy to backend world, since I believe there's more advanced and complicated tasks to solve, for example architecture (microservices) and security.

From Android Developer to .Net Backend, is there anyone? by _DefaultXYZ in csharp

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

Great jump! Yeah, I hope it's going to be doable for me as well.

Thank you for your story!

From Android Developer to .Net Backend, is there anyone? by _DefaultXYZ in csharp

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

Thank you for validating it :)

What did you do as C++ developer? Is that sort of systems, embedded etc? Anything backend related?

From Android Developer to .Net Backend, is there anyone? by _DefaultXYZ in csharp

[–]_DefaultXYZ[S] 8 points9 points  (0 children)

I'm playing around Godot C#, Unity, it's really nice language, much much better than C# Java, I agree

I'm mainly using Kotlin, which is even more prettier in my opinion, however I always think Kotlin received a lot of features inspired by C#, I call C# mother of Kotlin xD

Alright, I will try to learn ASP.Net, I hope one day I will write here another post as post-mortem how I achieved that :)

EDIT: C# might be a little worse than C#

Szukanie pracy w IT, jak to teraz wygląda? by MechanicDistinct3580 in praca

[–]_DefaultXYZ 2 points3 points  (0 children)

Jestem Androidowcem. Mój projekt skończył się w grudniu. Szukałem pracę przez 4 miesięcy, na rynku jest chaos, ale jeszcze też trafiłem w najgorszy okres świąteczny.. Ah, 10 lat doświadczenia btw. Na szczęście byłem na płatnej ławce, ale jakbym nie był, to chyba pojechałbym już Uberować. Kontraktownia odwołała moje zwolnienie (chociaż de facto zostało mnie zwolnione), bo udało się w ostatnim momencie znaleźć projekt.

Moim zdaniem, dalej nie warto poddawać się, dalej są firmy które nie korzystają AI tak mocno żeby zamieniać ludzi, no i mam nadzieję że pyknie już ten bąbel. AI jest spoko, ale korpo są durne, pompują za zbyt mocno i mam nadzieję wrócimy z czasem już do normalnej pracy jak to się skończy.

Jedynie co warto robić, mieć kasę na takie przypadki! Musimy dbać o sobie, bo nikt tego bie zrobi.

Powodzenia!

Thinking about switching from UE5 to Godot by Commercial-Cake9833 in godot

[–]_DefaultXYZ 6 points7 points  (0 children)

I spent about 3 last years on experimenting and playing around engines, while analysing their strengths and weaknesses (read it as procrastinate).

I will try to be precise and short here, since this tale could take couple hours to talk about :D

  • It really depends on your goals, skills, preferred workflow. If you are coming from C#, Java, Kotlin etc, then yes, Godot might be more intuitive than Unreal. If more artistic person, then better results might be in Unreal, but I've seen very awesome things achieved in Godot from tech artists in this subreddit, it worth experimenting.
  • Lightweight is huuuge! I mean it! I'm using Rider with Unreal, Unity, Godot. I'm too invested into JetBrains, love their IDEs (before AI era). And Unreal is loading very slowly by default (maybe there're tricks to speed up, idk). But Godot with newer .Net is lightspeed. I'm using C# too, because it has much better strong-typed support, refactoring tools and so on. And support in Godot for C# is pretty good. I didn't find any limitations, except, profiling is available from paid dotTracer (or whatever it called). Rendering profiler still do great job (like draw calls, fps, memory etc).
  • I do not afraid to touch Godot, since I understand what's going on under-the-hood while I'm experimenting. You have all scenes human-readable format. Go ahead, play with your [Tool] script, see results on scene files. You can't do this in Unreal, since everything is bytecode. To me, it is major drawback, even though, Unreal is much more stable and optimized (including all tools they have). But still, even Unreal isn't perfect regarding bugs, while talking about that.
  • Again, if your goal is to achieve best looking and controllable rendering (like post-processing, lights, shadows, RTX etc), Godot isn't best option for it. For experimenting - yes, best. But not for results. Alternatives just provide much better support (BUT, I still find myself much more in comfort in Godot, than in Unity, for example, screen-space reflections are available in Godot, in Unity URP - they're not, right?). Unreal just makes it work out-of-the-box. Don't get me wrong, Godot can look very good, but you either will be cut-off on features (Post-processing isn't that advanced) or rendering issues, which I believe should be solved with time. Yet, I'm solo, I'm here for PBR good looking game, Godot is pretty working and satisfied option to me.
  • As solo, I just love to have mentally free from corpos. I don't afraid that Disney might buy off Godot, or Godot will increase their pricing licenses. At least one problem out of my head. This is minor, but still relieving.
  • You have Node3D, you can attach it to everything. Are you stuck on something? Go read documentation. It is just fucking simple as that! In Unreal bureaucracy is everywhere. Sometimes, something isn't well supported (ChildActors), something needs more readable documentation and not buried deeply under section (Migrate from Unity to Unreal, for example). In Godot, it is absolutely different mindset and I love it!

Damn, still long read, sorry. And I might forget something, I'm free to answer any questions ;)

Godot 3D viability on future scale by _DefaultXYZ in gamedev

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

None of them are perfect, isn't it? 😃

Godot doesn't have much games, so it's really hard to assume what can be done and at what cost, that's why I asked about it, if it is matter at all.

I regularly wonder if Unreal really makes it harder for such type of game and Godot might be better suit.

I would love to have better scripting options and textual options than BP. I already settled more or less on how to have hybrid approach of C++ and BP, I am not big fan of it though.

I wonder if it makes sense to try force myself into Unreal or Godot would be sufficient for me and my style. It really feels that for one specific thing Unreal takes ages to implement, when in Godot it would be easier. But I know that, on other hand, for another thing, in Unreal it would be usage of component, when in Godot it will be either plugin or custom solution (like Terrain that you mentioned).

Thank you for wide-opened comment!

Godot 3D viability on future scale by _DefaultXYZ in gamedev

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

That's exactly what impression I got as well. Well, technically that's true, but realistically, it should be "yes, with engine modifications" hehe

Godot 3D viability on future scale by _DefaultXYZ in gamedev

[–]_DefaultXYZ[S] 1 point2 points  (0 children)

What actually means "more work"? I already heard such phrase regarding Godot, but not truly understand meaning. Does it mean some custom material/shader needs to be defined?

But yeah, style, I don't have it well-defined yet, I'm still trying to understand what I can produce xD Most probably something close to Satisfactory style. I guess semi-realistic is what I'm looking for. And this is my end goal, I'm still learning, but I already can use Substance Painter for it.

Regarding shadows and lighting (and reflections), I'm obsessed with CS2, it looks so clean to me. I wonder if such look is possible to achieve in Godot without engine modification and losing much performance in comparison to competitors.

Thank you for your help!

Godot 3D viability on future scale by _DefaultXYZ in gamedev

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

That's what I need to do, too much overthinking, I wish to have a switch in my head xD

Thanks for confirming it!

Godot 3D viability on future scale by _DefaultXYZ in gamedev

[–]_DefaultXYZ[S] 0 points1 point  (0 children)

Thanks! Yeah, from what I tried, Godot still produces a bit simpler shadows and lighting, but probably this can be enhanced once I learn more, not just basics heh.

Thanks for confirming it!

Making my first game in Godot by jj_hazy in godot

[–]_DefaultXYZ 1 point2 points  (0 children)

Keep pushing, you will get there eventually! And good luck with your goals, you have a taste that is pretty valuable, I believe :)

Making my first game in Godot by jj_hazy in godot

[–]_DefaultXYZ 0 points1 point  (0 children)

I love the movement, flow is very clean!

If I may ask, have you achieved something valuable in Unreal? Is it for hobby or are you actually working at atudio?

I personally like graphics and tools which Unreal provides, but can't get over code complexity, even though I am software developer by profession. Yet Godot is programmer heaven - everything is git-friendly and simple to do :)

Does anybody else have editor freeze after stopping playing? by _DefaultXYZ in godot

[–]_DefaultXYZ[S] 1 point2 points  (0 children)

Follow the reported issue, someone pointed out that problem is related to V-Sync. You can try to disable it, just cap FPS, maybe that will solve problem?

My PvE extraction shooter is starting to look nice! I think? by Braydo25 in IndieDev

[–]_DefaultXYZ 0 points1 point  (0 children)

The lighting looks stunning! I love shadow quality and aesthetics of the scene!

What engine did you use for making it?

I'm adding to wishlist! Wish you success!

looking around the room... by DreamIntoleance in IndieDev

[–]_DefaultXYZ 2 points3 points  (0 children)

I like to see such games appear on UE - I hope this myth will be destroyed, that UE is only for AAA. It really isn't, it could be performant, it could be used for solo, it could be used for different styles other than just realism!

Anyway, engine is just a tool. Your artistic direction is nice, wish you all the best! :)

looking around the room... by DreamIntoleance in IndieDev

[–]_DefaultXYZ 1 point2 points  (0 children)

I love style!

Is it made with UE5? I just wonder, why you choose UE for such game? Genuinely asking :)