Unity to Godot Docs
docs.godotengine.org
docs.godotengine.org
Unity appeals way more to hobbyist devs getting into game dev, and from what I've seen has significantly more resources and tutorials online than Unreal. Hopefully we see the same resources start to be published en-masse for Godot.
I wonder how they will figure that out. It is not trivial. And if they don't disclose how they are doing it, it has a large potential for abuse.
Would not surprise me if it was a heavy handed management decision dumped on engineers laps last minute, and is barely implemented at this point.
3 months of integration dev later, we start load testing, the external API fails spectacularly. They tell us to redesign to use their old batch API 35 days before our deadline. We tried, failed, ate shit with our customers. Provider was too big to pick a fight with. Startup failed.
Welcome to software engineering.
While still terrible, is this an enormous walkback or was it always going to work this way and their initial communication was enormously incompetent?
It's actually free, the license is MIT for the editor, so you can download the code, and change just about anything. You can also code native plugins in any other language. It has a build that supports C# and unlike Unity (idk if they ever fixed it) it supports modern C#, which Unity at the time did not support.
I would argue if your only concern is GDScript, you're asking for the C# build, but really GDScript is mostly Python-esque, I would be shocked to hear that anyone who knows basic Python cannot use GDScript.
This move by Unity isn't completely unexpected if you've studied their financials. Smaller devs are basically dead weight for Unity, so it seemed like them putting the squeeze on them was just a matter of time. Bottom line: don't count on a public company to do the right thing if you're not helping their bottom line.
The majority of these amateurs are never going to surpass $200,000 in sales; plus it's quite literally just incentive to buy pro
(Which anyone making substantial money should be doing anyway)
https://editor.godotengine.org/releases/4.2.dev4/
i see a lot of future for it in webxr and spatial computing, excited for its full release
I have a mighty need for something that can quickly render frames of arbitrary pixels. Ideally a line at a time for smoothness. I also had this working - kinda - in pygame, but after 2.5 screens worth of lines being drawn it gives up.
Looking at the godot documentation, it would be nice to see something non-trivial and arbitrary expressed as code.
Dependent on the complexity of your application and how comfortable you are working in C++, you could give CImg [1] a go. I've used it for a handful of projects with a similar requirement. It can be lightning quick, but a pain to get started with.
img = Image.create(width, height, false, Image.FORMAT_RGBA8)
img.set_pixel(x, y, col)
tex: ImageTexture = ImageTexture.create_from_image(img)
spr.set_texture(tex)
[0] https://www.fullscreensavers.com/sea-raindrops-screensaver/
* Unidot: https://github.com/V-Sekai/unidot_importer
* UnityPackage For Godot: https://github.com/barcoderdev/unitypackage_godot/
Yes, you can obviously export raw texture & mesh files into another engine.
Will the code work? No, probably not.
I'm happy I always kept an eye on Godot and tinkered with it - switching to it fully makes perfect sense now.
https://docs.godotengine.org/en/stable/about/list_of_feature...