Godot

Does pic related have any chance long term compared to proprietary solutions like Unity or Unreal? Shit barely gets any funding (laughable 20k from Mozilla) and they still haven't met their Patreon goal after so many years despite the "huge popularity". What are your thoughts? etc.

>loner furryporn project rakes in twice the amount through Patreon

patreon.com/fek

fucking kek

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itch.io/games/made-with-godot
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>and they still haven't met their Patreon goal
They always increase goal that's how patreon scam works

Wasn't their original goal like 3k?

Unless it's taught at universities/colleges then it will remain the GIMP of game engines.

Sounds good to me, GIMP is great software. College cucks and office drones not understanding it makes it even better.

As a dev who uses it, it does, although things are pretty rocky right now. It's the absolute best for making 2d games, but the problem is that gamemaker has corned the market on people who want to make 2D games and just want an easy engine. Really it just needs games, but nobody knows how long it's gonna take for them to show up.

itch.io/games/made-with-godot

A game that's a big hit. Really can't tell if you think you're being clever or truly braindead.

Neither, you didn't say that, you just said games.
A big hit won't help them because the engine itself is MIT licensed, likely any project using it that gets popular will make a proprietary fork and stop contributing back.

scons sucks penis and the fact that they force you to use it if you want to write in C++ is aids
oh and the devteam apparently suffers from the fossfag “if you want documentation, just write it yourself lol” cancer

Shitty not-a-programmer here, I hate how it is 2019 and engines still suck dick at making basic 2D games. Godot's default corner handling is so fucking bad whether on regular or one-way collisions. Then, if you try to use move_and_collide instead of move_and_slide to more manually handle collisions, Godot stops calculating normals for your convenience for some reason. Also not sure why move_and_slide forces you to use delta - I wouldnt be surprised if float positions is what causes the bugginess, and good luck ever avoiding float positions when delta is forced (rounding/flooring won't save you, you may be able to come up with some system where you accumulate remainders of pixels and only apply them when a whole number is reached). So, I guess you might as well just move objects manually via changing position by first checking what collision/areaboxes would be overlapping before you apply a motion, I guess youd additionally need to write code to check normals or at the very least compare origins to help you determine whether you are floored, which way you are being hit from, etc. Of course, i dunno all this for sure because no one has ever made a good game in godot and shared the source code.

It sucks dick that I have to sit here and try to figure out this basic shit that was in games from the 80s. I think it's great how there are so many tutorials with buggy mechanics or even no mechanics at all other than moving and jumping.

Those functions are for demos. For any real game more complicated than the most basic things you have to roll your own collision. This is true with any engine. Go see the long and ridiculous debates in the bug tracker about this, it's impossible for an engine to implement a collision function that will please everyone.
>Godot stops calculating normals for your convenience
I have absolutely no idea what this is supposed to mean.

If you're making a 2D game you'll probably want to run your own tech for the most part, or at least do a physics handler rewrite. That problem just doesn't generalize well same with AI.

Wow, why has no one larped as a furry for profit yet? 20K/month is more than what i make in a year.

Honest to god, for non-programmers Clickteam's software is still the best stuff out there, even though their codebase has a legacy going back to 1994 and Windows 3.1, shit some of the dialogs STILL have not changed to this day.
I still play around with Fusion 2.5 every now and then just because I can toss something together for laughs in well under an hour... and even Click & Play for laughs on my 486.

I took a look at the source code.
PhysicsBody inherits CollisionObject.
CollisionObject inherits Spatial
Spatial inherits Node
Node inherits Object
When are programmers going to give up oop, or at least inheritance and write readable code?

Just checked it out. That's pretty cool. It's like what I imagined game making would be like when I was a kid. I fell for the autism though, and now I know a whole bunch about games programming and programming in general, but I know it's a huge time sink now.

Bad PR

I can program games, and have made 3 of my own engines before, but I have more fun with fucking around in Fusion because I actually get to make said idea come to life without having to lay down shit tons of ground work to get it done.
Granted you can get good results with minimal coding from Gamemaker, but you're still going to have to do much more lifting then Fusion forces you to do.
If you have the cash I'd recommend it... Or just pirate a build from about a year ago off of CGPeers

>that furry patreon
it has to be money laundering

>I have absolutely no idea what this is supposed to mean.
There are two main functions that you are intended to use in Godot each physics cycle. If you pick the more common one, it is more automated for you. However, if you want more control, the other function from what I recall just completely stops the body on a collision unless you catch and handle it. However, they also removed useful collision data for this more manual function (normals of collisions, for instance). I don't really know why, since that's exactly the kind of shit people don't want to program and the more automatic function is certainly insufficient in regards to control over physics.

> A big hit won't help them because the engine itself is MIT licensed, likely any project using it that gets popular will make a proprietary fork and stop contributing back.

Name one (1) case in which this as happens to an MIT licensed project.

Not him and not MIT exactly, but it happened with Apple forking BSD. The exact same thing would happen with an MIT licensed project. Regardless of how we see GPL, it's the only one (excluding its variations) that make sure FOSS stays FOSS.

>loner furryporn project rakes in twice the amount through Patreon
You act like this isn't par for the course for furry smut. Those degenerates are so quick to throw down their money towards their disgusting fetishes

>people will choose a paid closed source proprietary godot over the good version of Godot because a long time ago one of the biggest companies in the world was able to make a fork of an OS that was more successful than it's open source fork.

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No. What is more likely to happen is

>studios use it to make game
>make a bunch of enhancements to the engine
>integrate with some proprietary middleware, locked down console SDK, advertising service, DRM, cloud backend, or some other over-commercialized bullshit
>studio now refuses to contribute anything back or provide source code due to mountains of NDAs and proprietary licenses
>there are 100 active forks and fragmentation and nothing can be done

Same shit happened with cocos, this will be no different. Game devs are eternally cucked.

>people don't realize it's a scam from the name alone
Nothing to be done

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keks

>GIMP is great software

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t. cucked adobe shill

gimp is bad for the same reason that fontforge is bad, the development philosophy of gnome and those who use it
developers who see nothing wrong with the development experience of using gtk are going to make guis and applications with equally atrocious user experience
gtk, and its development community, in particular, were so bad, linus was forced to use C++ and Qt when he wanted to make a gui
there's really no way you can even pretend like anything made with it is good

You realize you're responding to the exact kind of zealot that believes in that philosophy? All the people who think Gimp is great believe anyone who highlights major flaws is an Adobe shill, and that there's absolutely nothing wrong with Gimp.

Paint.net>green is my pepper

This desu.
Oop cancer needs to stop

its 'huge popularity' comes from freetards and hipsters
im sure its not terrible but im sure its not any better than unity either

Who was the fucking retarded that decided a Python like language should be the main scripting one for this engine instead of something like C#, fucking JS would have been a 1000 times better.

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are you implying that isnt readable, because it totally is

2D game engines are in a wierd place, there's tons of small ones around that probably haven't been supported since the the 2000s, but everyones settling for 3D engines which are massively more complex than anything you'd ever need for 2D and often don't support the kind of things you'd want out of the box
I thought of writing my own but it'd probably just become another obscure tool nobody ever uses
there's Love2D that uses Lua but thats about it

Who was the fucking retard who thinks syntax style determines the quality of a language?

The majority of programmers, or java wouldn't have copied c and C# wouldn't have copied Java.

the majority of programmers are terrible at programming, and so are you apparently

it's not me, the market is wrong!

according to the market python is one of the most popular programming languages

the majority of gaymers are faggots and use proprietary shit

Of course an open source/libre engine wont be popular because people who use libre software mostly arent gaymers but have real jobs to do like programming

people who use "libre" softawre are fat, unemployed and autistic

It's very unlikely it will become an industry standard, that said it doesn't mean it sucks. They just don't have any money to bribe people or to employ annoying sales people who spread false rumors about competing products like Autodesk does.

Just like blender it'll remain in the hobbyist space, and perhaps a smaller studio founded by hobbyist might use it. But blender still blows most other commercial software out of the water, with the exception of some few niche things like the latest physical simulations.

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>They just don't have any money to bribe people or to employ annoying sales people who spread false rumors about competing products like Autodesk does.
lol if you actually believe this
it's not like blender isn't popular, its the number one choice for poor people doing 3D modelling

If I could draw I wouldn't mind drawing furry porn for money.

why is it furries are always so cashed up? you have all the porn games like this guy, fenoxo etc. but then all the artists who got $1k a commission and theyre churning them out

people with fucked up fetishes go to great lengths to fulfill them

They're all literal faggots with too much disposable income because they don't have families.

syntax style is the number one consideration since you will be reading it and using it everyday for months if not years on end.

Python is objectively easier to read than C style, and I'm a C programmer

I think more study needs to be done. I have met people who cannot program to save their lives in a curly bracket language but are capable of creating some basic scripts in Python.

Personally I find Python so hideous and such an eye sore I don't recommend it to any one who is seriously trying to pursue programming for fear of scaring them away.

It uses plain english instead of symbols, no study needs to done, it's common sense
if you find it hideous that's your opinion, not a fact

that is because C is a trash language who design is heavily limited by shortcuts taken to make compiling easier on an AIDs tier computer in the 60s
it does not take much to be better than C

even something like python, which wasn’t even designed to be a fully fledged programming language originally, and which descends into unreadable garbage if you make anything non-trivial with it, is better

we're talking about syntax here

But each of their goals was to hire people to work on the engine full time and then they raised the goal to hire another person.
Maybe you should stop being retarded.

I think you underestimate how much money a 'normal' life including a gf costs compared to being an online degenerate

>paying for a girlfriend

I love VB and Ruby because words and hate python because indentation.

They cost a ton of money no matter how you cut it.

I don't buy my girlfriend anything, what kind of cuck are you

I am confused by your post, I know you’re talking about syntax.
C’s syntax and overall design as a language comes from what made its implementation at the time easier. Which is a cardinal sin and something you should never do.

python’s syntax just sort of happened, which is also why it’s so bad but not as bad as C

Syntax doesn't have anything to do with implementation. You can parse anything, a symbol or a word, I mean, BASIC existed before C

actual function and class definitions (not one liner calls from imported libraries) look like complete dogshit in Python. There is no way you can claim they are easier to mentally parse.

why do they look like dogshit?

Normally yes, not with C.
C is a stripped down version of Algo68, a completely abstract language, with a lot of shitty hackjobs done to it so they could make a language that could be compiled on a specific university computer in the 60s.
I forget the name, starts with E I think.
Whatever made implementation on that computer easier made its way into the design of the C language.
Which is also why it spread so wide.
It’s a language for compiler writers, not developers.

like i said, a words or symbol makes no difference to a parser

Because Godot is shit at everything.
Lets be honest, the biggest 2d game market for indie devs is retro 2d games, pixel games, etc. And Godot, even if it specifies things in pixel coordinates, is shit at those games.
What we need are retro 2d engines, something like rpg maker but less hyperspecialized. A few C libraries might be enough, like how the roguelike libraries are very popular.

>But each of their goals was to hire people to work on the engine full time and then they raised the goal to hire another person
That's what they said, yeah. You must be retarded if you believe in this scam.

Patreon is harmful for development, because people get paid for time, not for results, which motivates them to prolong development.

How would it be for a card game client, as someone who hasn't worked with any engine before?

>I have absolutely no idea what this is supposed to mean.

if you have two points, you draw line between then, and then draw a line going through that line at 90 degrees angle. the second line is a normal. it's mainly useful for physics engine, not every game needs these.

the problem is that godot buggy, unstable mess. no one in their sane mind would choose unstable engine for their game.

>For any real game more complicated than the most basic things you have to roll your own collision.
you may need to implement your own collision RESPONSE, but collisions themselves are something that can and should be handled by the game engine
It's ridiculous to see all these indie developers making pixel games with a fully geometric collision system because these engines don't support plain pixel collision detection

I'm fucking livid from begin and end in python, they look too much like variables.

I've made two games in Godot and it's been really pleasant. I tried using unity but gave up after five minutes.

Godot was really intuitive to pick up and the language (gdscript) is really nice since it's very integrated into the engine.

It's also a 20mb binary, so really easy to port. Even the web assembly mode just seems to work with no effort from my part.

urho3d.github.io
>C++ 11 based engine
>no Unreal tier macro hell
>can integrate with both lua and angelscript
>superior node system
>editor optional, still has more features than unity
>no inheritance bullshit, you make functions to auto add components
why would you fuck yourself over with godot when this exists

wow an engine ive never heard of, sounds great

Pretty ironic that this thread appeared 1 day after I heard of Godot for 1st time.

it is. not as feature rich as photoshop but works for me and if it didn't it's simple enough to write plugins for it.

>no inheritance bullshit
RigidBody inhertis Component AND btMotionstate (bullet physics)
Component inherits Animatable
Animateable inherits Serializable
Serializable inherits Object
Object inherits RefCounted

Let's compare this to Godot:

PhysicsBody inherits CollisionObject.
CollisionObject inherits Spatial
Spatial inherits Node
Node inherits Object

At least Godot didn't use multiple inheritance for its RigidBody-class.

Code looks kinda similar, did urho3d copy or fork from godot?

why do people get so autistic about perfectly applicable use of inheritance?
and all engines have pretty much the same structure

There are 0 advantages of using inheritance. It makes program harder to understand because you must understand everything a class inherits, and parent classes might do completly different things which should break the single responsability principle.

dividing up functionality makes things harder to understand? guess all programs should only be one function then, having them in different files is too difficult to understand

Linus knows nothing about GUI development and neither do you.

There are plenty of bugs and missing features in GIMP, however people demanding that the developers spend their own time duplicating Adobe features for free are indeed Adobe shills. GIMP does not exist just to soothe your baby duck syndrome.

Lol Gimpers so deluded into thinking that gimp doesn’t objectively suck and that everyone who dares say the truth is an adobe shill.

The truth is gimp is shit, the quicker you understand that the better your life will be. I have personally abandoned photoshop because of the subscription bullshit but guess what I’m not using gimp because all the routine photo editing tasks I have to do for my sites are incredibly painful to do in gimp. However they are a breeze to do in either krita or psdfiddle.

Enjoy riding your bicycle without a seat because that’s exactly what gimp is

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I kinda said the opposite. Why not composition instead of inheritance?

RigidBody inherits Animatable, why does physics code depend on animation code?

Any decent game engine has as much animatable properties on an object as possible for animation systems to interact with. Why do you think physics objects shouldn't be animatable? And it's an interface in this case which requires no data, only methods, so a coimponent doesn't really make sense because a component is data

A physics engine should not itself be a game engine with a entity sytem, or animation(except for debug rendering though). Therefore it should not depend on entity code or animation code.

Then use those programs. Obviously no program does everything. GIMP works great for certain workflows of mine. So no it doesn't objectively suck because there is at least one person here getting real value out of it.

What the fuck is GIMP for then

>A physics engine should not itself be a game engine with a entity sytem
what the fuck does that mean?
it doesn't depend on animation code, it implements an interface for it to be animated with
you actually have no clue what you're talking about, why do you feel qualified to talk about something you don't understand?

>he admits he loves dicks up the ass

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Manipulating images.

Would you have a interface for animation code when no code is calling any function in that interface in a physics library? None of the classes RigidBody inherits is a pure interface wihtout data btw.

You should look into Affinity Photo

Inferior closed source cancer.

you'd have to show me the code if you want an explaination, I don't see any fields in the animated class but I'm not a C++ expert
An animator should be able to interact with the animatable rigidBody to change its attributes like its position, velocity, torque, etc. If an animated interface contains data I would probably consider that bad design but I can't say without seeing what it doesn't

If you think that big companies don't spread fud or bribe people, you just be one of those sales people employed by them.

It's completely superior to Krita for photo editing. Krita excels in painting, not editing