Game Development Guides and Resources for Those Who Need It

this shit is like wayland
ok that i agree with fuck wayland
i am not going to use a broken beta game engine this shit is like wayland
then what do you use instead then
godot is pretty much goated for 2D as it is, for 3D you yourself can say it's subpar, I could say it's decent, could be used to create great things honestly.
nothing i make really relies on high poly counts, physics or anything advanced so i just dont care.
i have my own reasons for not wanting to use unity or unreal but are there other open source engines that are better than godot, for 3d atleast, that i might not be aware of?
 
ok that i agree with fuck wayland

then what do you use instead then
godot is pretty much goated for 2D as it is, for 3D you yourself can say it's subpar, I could say it's decent, could be used to create great things honestly.
nothing i make really relies on high poly counts, physics or anything advanced so i just dont care.
i have my own reasons for not wanting to use unity or unreal but are there other open source engines that are better than godot, for 3d atleast, that i might not be aware of?
i dont need a game engine for 2d
 
i dont need a game engine for 2d
bold of you to say, but honestly you'd be missing out on a lot of inbuilt features that you'd have to code yourself like 2d skeletons, 2d physics, 2d lighting, level design, animation, etc.
what language do you use, chuddie, c, c++, java?
 
bold of you to say, but honestly you'd be missing out on a lot of inbuilt features that you'd have to code yourself like 2d skeletons, 2d physics, 2d lighting, level design, animation, etc.
what language do you use, chuddie, c, c++, java?
you only need 2d physics and animation from the things you listed. level design you can use tiled. also libraries exist
 
you only need 2d physics and animation from the things you listed. level design you can use tiled. also libraries exist
must be a pain in the ass imo, if you're gonna make a game by cobbling together loads of different libraries you might aswell be making a game engine at that point.
 
must be a pain in the ass imo, if you're gonna make a game by cobbling together loads of different libraries you might aswell be making a game engine at that point.
no my animation system was faster to make than watching a godot tutorial and is high performance because its written in fast language
 
no my animation system was faster to make than watching a godot tutorial and is high performance because its written in fast language
can i see it?
chalmers-simpsons.gif
 
i actually tried unreal at college once and it was pretty much a piece of shit, took up so much ram just to do extremely simple things, the blueprint system is extremely complicated as fuck for no reason and if you want to actually code you have to do it in like fucking C or C++ or some shit. best of all, every nigger ever uses these super high res 100k textures for no reason that dont even look good that take up like 10 gigs. some poor nigger who's project i was looking at was like 50 gigabytes for a shitty walking sim geg whereas my godot project im comparison to his was like 500 mb geg
I tried using unreal but neither my laptop nor my computer were strong enough
 
im sure that godot ofcourse has some issues and that other engines are better but i will not stop or switch to a different engine for reasons that personally do not affect me in the slightest and furthermore my intelligence outcompetes that of others like spas, however, if you have no interest in using a different wheel then just don't bother. it's your fault for not adapting, with that being said, i'd love to adapt to new stuff, new engines, new programming languages, just as long as the benefits of that outweigh the current engine of which i am using

if a different engine exists or if a solution to most of godot's issues exists i would rather use that because we should always focus on improving and not complainfagging and "grr im jumping to unity grr" if anything you should stick with godot and hope that the main issues do get fixed. as someone who doesn't use 3d physics at all, i've never really noticed any issues, but i can garruntee that if i want to use physics in the future it would infact be more beneficial to use jolt rather than the built in godot physics despite the packing problem (game may have to be bundled with those files to work correctly via a zip and not a single exe, which is industry standard anyways to have multiple files that control aspects of a game such as the source engine)

one big aspect for me is the ease of use and learnability of which godot has the highest regard for, being able to learn the ins and the outs of the engine and it's programming language extremely easily. switching to C or C++ might be faster performance wise but it takes away usability and learnability and thus I see no point. with that being said though, if GDScript is as slow as people say, simply switching to C or C++ scripting would probably provide a larger performance gain, wouldn't it?

in my mind, if what you have already works, there is no point switching to something else, so if you like unity you should continue to use it, however I'm in a much different boat because I use Linux and Linux works extremely well enough that i don't want to switch to windows and godot is this lil 70 mb 1 click install extremely portable full feature game engine that can accomplish so much that it's not worth the time or the effort to make a unity or unreal account and install like 5 gb of shit just to get it working or something equally as stupid, or build my own game engine from the ground up etc.

naturally if you are in the same boat as me i recommend you use godot for
- low file size
- ease of use
- accessibility
- cross platform support for windows, mac, linux, even runs in a web browser
- amazing for 2d games
- beginner friendly
just to name a few reasons, of course.
but if you absolutely need accurate occlusion culling even though most likely you won't unless you're making something fucking huge, or great physics support then maybe roblox is your best bet or something, or unity. as for me, i don't care.
 
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