Godot + Blender + Krita = win people
Nonetheless, I love using it. I'm a huge fan of Godot and donate to them every year. The fact the entire engine is a 30mb download is truely amazing. The editor is snappy and is a breath of fresh air in the world of bloated electron apps
I always understood this as Linietsky having some very interesting ideas about 3d engines that weren't seen in other ways, and the whole 3d thing being just his curiosity exploring those ideas. And it certainly looks impressive.
I used Godot 2.0 a few years back and madea few toy games. It was very fun to use, but since game dev is not my thing, I left it at the side. Nice to see they've been improving so many things and how it has changed in so many (better) ways!
Now if only we could get a large library of OSS megascans textures for PBR based workflows I’d be a happy camper.
The hardest part of 3D is the shading pipeline and making that configurable, scriptable, both? in a way that allows artistic freedom and expression.
My core gripe with Unity when it first launched is that you can tell a game was made with it (you can still kinda tell today) as all the games published felt the same in how they ran, played, etc.
Those that make it look unique and give it that polish were the better sellers for sure.
Godot will get there. I spent a long chunk of my career doing a 3D game engine side-project so I get it.
Good news is that with PBR it’s becoming a bit more standardized with how a rendering pipeline works.
Tangential - I may just be lucky as I've effectively come the long way round, but I find many if not all of the graphical programming (Like Unreal Materials) systems in this area extremely jarring and an unnecessary context switch away from using my hands to type (and having such joys as version control...).
With Unreal Engine specifically it's a little annoying that I see all these features that I want to use in the engine, but I'm funnelled through these blueprint-first APIs to use them - Just document the C++: I don't like C++ but I've spent a lot of time honing my skills in it, let me use them easily.
I think that although Godot doesn't have as much nodes, I like it over unity's or unreal's editor. It doesn't try to be as smart, so you get separate vertex and fragment stages, and you may find issues like getting local coordinates in vertex stage and normalized device coordinates in the fragment stage, instead of world coordinates (like ue4 does). Which may bite you at first, but it is actually nearer to what happens under the hood.
This looks like it has a potential to be a great resource for the Godot community. Nice work!
Skip netflix for an evening and see what you can make!
Hah! Were it that simple. I already have a backlog for my backlog. :D
The more engines which exist the more you can find what works for you.
Unity competes with both.
I wish people would stick to a single location, especially if it is already open-source and community-maintained.
This interface is nice but I wish it could have been added to the existing market place instead.