this post was submitted on 26 Jun 2023
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Godot

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What made you prefer Godot over other engines like Unity or Unreal Engine?

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[–] julianh@lemm.ee 14 points 1 year ago* (last edited 1 year ago)

The way it's designed is just nice - in unity if you're trying to do something the engine doesn't do by default, it feels like you're almost fighting it. But in Godot a lot of the engine's built in features are just things you can add yourself - resources, nodes, and editor plugins.

Also, support for serializing/deserializing dictionaries. When I used unity a few years ago it didn't have that feature and afaik it still doesn't.

[–] nibblebit@programming.dev 9 points 1 year ago* (last edited 1 year ago)

It's just transparent. It feels like alot of lessons were learned from the broken abstractions of older ecs engines. It might not be as powerful yet, but the foundation is solid and it's easy to implement the more complicated stuff.

Also, dotnet 6 implementation is a breath of fresh air.

[–] anteaters@feddit.de 8 points 1 year ago

I really like how you just start it and you have all you need. Script editor is there and exporting can also easily be done. No bullshit in your way to get going.

[–] DuckRaGod@programming.dev 7 points 1 year ago

open-source and light weight.

[–] CapitalEx@pawb.social 6 points 1 year ago

The scene tree based approach just clicked with me well.

[–] Jummit@lemmy.one 5 points 1 year ago* (last edited 1 year ago)

It's open, free and hackable. It also has nice UI tools.

[–] KindaABigDyl@programming.dev 4 points 1 year ago

The node system

[–] DeadlyEssence01@lemmy.zip 4 points 1 year ago

Well, Unity had a lot of unfinished packages that they suggest you use, and then depreciated the packages that they had already, and it seemed like a huge mess. Unity also took forever to load, - so I prefer the 'just works' of Godot features, and the fact that it's lightweight and quick to load.

[–] screwtape@crystals.rest 4 points 1 year ago (1 children)

Small, lightweight, open source, a large active community, and honestly even gdscript has started to grow on me

[–] F4stL4ne@programming.dev 4 points 1 year ago

Pretty much all this, plus:

  • it's very well made for learning to dev,
  • Unity is garbage,
  • UE is soooo big.

The thing Godot is lacking is a real good way to work on adaptative music and sound design.

[–] learningduck@programming.dev 3 points 1 year ago* (last edited 1 year ago) (1 children)

Easier to understand UI compared to Unity. Most of the resources taught the same way or at least a more optimal way.

If I look up how to do things in Unity, I tend to find sub optimal answers most of the time. Like suggesting to do things in the frame render loop.

[–] AdmiralShat@programming.dev 1 points 1 year ago

Yeah there are a fuck load of people making tutorials that have very little understanding of programming.

[–] ICastFist@programming.dev 2 points 1 year ago* (last edited 1 year ago)

It's lightweight (~350mb after decompression, I'm not fooled by the small executable), fast startup, generates relatively small executables, compiles to several platforms

I'm not learned enough in Unity or UE to make proper equivalent benchmarks to see who makes faster 2D or 3D stuff

GDScript being pretty much syntathically identical to Python makes it simple to learn and understand, which I enjoy. I've yet to learn how to use nodes, which I suppose won't be too different from Blender's? Don't know how to mess with those either

[–] AdmiralShat@programming.dev 1 points 1 year ago* (last edited 1 year ago)
  1. Unity has a plethora of half baked features and they routinely deprecate features.
  2. Having multiple render pipelines was very frustrating when trying to learn the more complex visual stuff.
  3. the Node and scenes system makes way more sense to me. In Unity you have scriptable objects and prefabs, both of which are half as valuable as everything being a scene. Being able yo isolate individual components and work on them in their own tab and test them out by running an individual scene is significantly faster development pace, as well as more streamlined.
  4. Easier Access to multiple programming languages. C# is like 95% up to par with GDScript as far as engine integration. With 4 its a first class language as far as development.
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