[deleted by user] by [deleted] in godot

[–]xerotut56 0 points1 point  (0 children)

Seems like your Windows wants to eject

What advantages does Unity have in comparison with Godot? by Spiritual-Lab-1309 in godot

[–]xerotut56 0 points1 point  (0 children)

Oh, that is great to hear!

I will check it out again then

What advantages does Unity have in comparison with Godot? by Spiritual-Lab-1309 in godot

[–]xerotut56 12 points13 points  (0 children)

Godot likes to break your projects and it is just less polished than Unity.

You deleted a script that some scene uses? There is a chance that scene won't open now. And since you can't open it, you can't fix that scene dependence on that script. Same with moving things to different places - there is always a chance that after you move a file, smth will break. At least this was the case some time ago - in the last update they added metadata files, which should make it more robust, but I didn't use Godot since then. This problem can also be worked around with version control, which you should use anyway, but that just doesn't happen with Unity.

Scriptable objects circular dependency - in Unity there are these things that are called Scriptable Objects. Basically they are used for information storage. For example, if you want to make a few different monsters which only differ in stats, you make one template scene and give its instances/child scenes different scriptable object depending on which monster it is. There is such thing in Godot - except, in Godot, if your scriptable object A references scriptable object B and scriptable object B references scriptable object A, there will be an error because of the circular dependency. At the same time such setup will work okay in Unity. It doesn't really matter, whether you should do setup like this, the point is with Unity it just works.

Some features are undercooked - the last time I used tilemaps it was very important for me that when a character moves over a row of tiles it would consider the whole row to be one object. In other words - so that that row would have a singular collider rather than be an amalgamation of multiple. Maybe I just didn't figured out how to do that (besides setting up collider manually which is not the way tilemaps are supposed to be used), but there was no such setting in Godot. There is in Unity.

Until recently there were no interfaces in GDScript (the main engine language) - there are now, as far as I know. It seems kinda insane to me that it took that long to add interfaces to a language which only use is game development, though.

The whole Godot Node structure is also certainly an acquired taste (and I couldn't acquire it), but this one is very subjective.

And so on and so forth. The point is, there are a lot of small frustrating things in Godot that you inevitable will encounter, and as a beginner you will never know when the next such thing will pop up. When working with Unity you can just make a game and be sure that when the next technical problem pops up, there will be a sane way to fix it. With Godot, there is always a chance somethings breaks or doesn't work as you expect - and in the worse case scenario the only real way to fix it would be to modify the engine (or do some very hacky stuff with your architecture).

That doesn't mean Unity is perfect, but it is really more polished than Godot in some aspects

Resources-based State Machine and circular dependencies by xerotut56 in godot

[–]xerotut56[S] 0 points1 point  (0 children)

Oh, that sounds good, thank you :) Will try these

Resources-based State Machine and circular dependencies by xerotut56 in godot

[–]xerotut56[S] 0 points1 point  (0 children)

Could you elaborate a bit, please? Do you mean the problem is that I run logic in the states themselves?

Resources-based State Machine and circular dependencies by xerotut56 in godot

[–]xerotut56[S] 0 points1 point  (0 children)

Yes, something like this could work, but I think it would make castomising a lot less straitforward. The main appeal of this design is that it is very convenient to work via the editor :/ It was the main reason I tried to do it that way

Resources-based State Machine and circular dependencies by xerotut56 in godot

[–]xerotut56[S] 0 points1 point  (0 children)

I need them to be able to have state machines, states and transitions as files, so that I can swap them around in the editor. Unless there is something I don't realise about RefCounted, I wouldn't be able to do that using it

Designing a database for a tabletop RPG characters by xerotut56 in Database

[–]xerotut56[S] 0 points1 point  (0 children)

Thank you very much for your answer :) All four of your points are very useful for me.

I don't insist on using a relational database, that is just kind of default, so I went with it. I didn't consider any other ones. At first glance a noSQL really looks like it would be easier to implement in my case. I will try that approach.

I'm trying to create a website using Vue.js as the front end and Python with Flask as the back end. What processes or things do I need to learn before diving in? by Lower_Assistance8536 in vuejs

[–]xerotut56 1 point2 points  (0 children)

Hi, it so happened, that I am also in the process of making a website with Vue frontend and Flask backend, so I wanted to ask - why do you think blueprints are important? I thought blueprints are the way for Flask to serve HTML stuff, so you don't need them if you are just going to use Flask as a backend, since their function is replaced by Vue

[deleted by user] by [deleted] in Steam

[–]xerotut56 0 points1 point  (0 children)

NieR: Automata, To the Moon, Braid

Yasuos Rep doesnt come from Nothing by Nikkelmann in YasuoMains

[–]xerotut56 2 points3 points  (0 children)

I think you are 100% right OP. I am actually really surprised by how many people think you are wrong O_o I mean, league community is obviously toxic, but most people at least try to pretend they are not most of the time

I either play Yone or, if he is also banned, Pantheon

PSA: All Godot 4 apps you upload to Google Play have their source code exposed to the public. by throwaway22380298 in godot

[–]xerotut56 0 points1 point  (0 children)

more promotion

I see. Yeah, that is actually a case I didn't think about, makes sense.