Game Development Guides and Resources for Those Who Need It

>posts the biggest gegdot cultist shill
no argument geeg
leeaaaking
why do you hate godot so much geg
:geg: :geg: :geg: :geg:
albeit bevy has no editor or something o algo. it seems superior with ecs but would require more work
whatever you do, game devs, don't listen to blenderchud or you'll never make your game, you'll be trying to wrap your head around learning some overcomplicated engine or programming in fucking rust or something and be too busy deciding what engine to choose instead of just making a fucking game geg. just choose the engine you want to use, niggers.
 
i want to start learning then making a game but im a complete newbie
whats the best engine to start with/stick with so i dont have to deal with sunk cost fallacy o algo
 
is really rust that had?
No. Rust is only difficult in the beginning but usually has way less problems than something like C. It took me a week to learn it as a C++ developer

https://medium.com/codex/i-spent-18...ng-in-rust-im-filled-with-regret-d300dcc147e0
https://loglog.games/blog/leaving-rust-gamedev/
people give it the benefit of the doubt. as soon as they can read the troonbabble syntax they abandon ship.
>first link is a Go shill
geg. as expected
 
I saw that potato video thing and @BlenderChud may be right. Godot doesn't seem ready yet in terms of optimization
when you're making a game you should probably have in mind what you want to make your game for
if your game is a 2D game then it can infact run on a potato. people have gotten godot 2d games to run on old nintendo 3ds's but only on really really old godot versions.

if your game is 3D, godot isn't exactly perfect, but ultimately, it just doesn't matter.
i'd recommend you go make a 3D game for yourself and see whether it's performance is up to your standards or not. theres a lot of cool things godot can do for you in terms of 3D. I've yet to really test if any of my projects can run on potatoes because I don't own potatoes, but I don't own a high end system either, I have an integrated AMD APU and everything runs just fine, so if I tailor my projects to my system then in the long run things should work out just fine.
yes it is
opengl is 200 loc to render a triangle
use vulkan
 
when you're making a game you should probably have in mind what you want to make your game for
if your game is a 2D game then it can infact run on a potato. people have gotten godot 2d games to run on old nintendo 3ds's but only on really really old godot versions.

if your game is 3D, godot isn't exactly perfect, but ultimately, it just doesn't matter.
i'd recommend you go make a 3D game for yourself and see whether it's performance is up to your standards or not. theres a lot of cool things godot can do for you in terms of 3D. I've yet to really test if any of my projects can run on potatoes because I don't own potatoes, but I don't own a high end system either, I have an integrated AMD APU and everything runs just fine, so if I tailor my projects to my system then in the long run things should work out just fine.

use vulkan
In all honesty, it's not the tools that matter that much, but the guy using the tools. You could probably get around the issues in Godot easily, but it's not really acceptable that basic optimization thingies don't work in Godot when they are the industry standard and used by every game engine. A good engineer can make anything, even with shitty tools.

Yandere Simulator used Unity and it was poorly optimized as shit. It will be shit regardless of engines because there's no optimization and the game was drawing everything or something.

Making your own engine is pointless though
 
In all honesty, it's not the tools that matter that much, but the guy using the tools. You could probably get around the issues in Godot easily, but it's not really acceptable that basic optimization thingies don't work in Godot when they are the industry standard and used by every game engine. A good engineer can make anything, even with shitty tools.

Yandere Simulator used Unity and it was poorly optimized as shit. It will be shit regardless of engines because there's no optimization and the game was drawing everything or something.

Making your own engine is pointless though
you have to realize though that godot essentially is an engine from the ground up and it can probably do most of what industry standard engines can do
but realistically if you're so buck broken on the topic and want to use an industry standard engine then go use it. im tired of people here pretending like godot is broken or unusable, yes it has some bugs, but those bugs get fixed. Godot is still an ongoing project and if anything, you could almost compare it to Linux and Windows

Windows is like Unity and Godot is like Linux, years ago, Linux couldn't do shit, but now it can do so much more. Now that Linux and Godot can do so much, people are using it a whole lot more, meanwhile people are shilling software made by companies, e.g Unity and Windows, telling you that Linux and Godot still sucks even though the both of them are still getting better and better.

BlenderChud's solution to all of this is to tell you to stop using an already good engine, but instead of using industry standard engines, you must either create your own fucking game engine or use a broken unfinished engine that is miles away from Godot in terms of usability. He's basically just trolling. "i fucking hate godot i hate it its full of broken promises grr i hate it its broken the occlusion culling doesnt work i hate it its not performative here you should use this shittier engine that doesnt have as many features as godot at all and is in very early development better yet you should just make your own game engine which will take 1000000x the time of just making a game with godot why because uhh more performance!!!!"

retarded
imo at that point just use fucking unity, like as a godotchad, if you REALLY CARE THAT MUCH
DO NOT MAKE YOUR OWN FUCKING ENGINE, GO USE UNITY, MY GOD!
 
but as you say even yanderedev fucked up with his unity game so optimization is more based on what the user of the engine can do.
i ran into a lot of lag with some of my previous projects (Colabricks, using too many materials on Meshes causes lag, so instead of making individual materials, just make 1 material and make everything use it, if you want different textures, make diff materials for those textuers and only have 5 materials instead of 1000 individual material for every block or so) and easily found workarounds and ways to limit ram usage so for me it's not a big deal, when you can optimize something, you can optimize something, i guess.
 
im tired of people here pretending like godot is broken or unusable, yes it has some bugs, but those bugs get fixed
Those bugs have been a thing for years, which is bad for an engine that claims to be released. I'd get it if it was still in beta or something but why is a bug from October 2021 just been ignored? The criticism is understandable because people expect reliability from something that's been released for a while
 
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