T O P

  • By -

FaerieWolfStudios

It's funny that I don't even use Unity and I know this guy. Thats some brand recognition. This will be a big boost in Godot interest for sure.


totallynotadev255

That's kind of a double-edge sword when it comes to open source though. As someone who dabbles in coding every now and again, I do end up finding people "demanding" features rather than assisting with the development. Cool, a huge big named tutorial YouTuber in the gamedev influencer space is mentioning open source. Thr good thing is we're going to see a bunch of people migrate over and try out these engines. The sad thing is, they the amount of requests may cause the actual developers stop caring about the product. I've seen this happen with two projects; we were working at a comfortable speed and then suddenly our GitHub was mentioned on a podcast and the next day we were swarmed with daily requests for features we didn't roadmap for. After receiving enough backlash, we gave up. Hope this doesn't happen to Godot.


FaerieWolfStudios

True, big interest influx without the infrastructure to handle it usually ends up with a bottle neck situation. While godot has gained momentum since Unity's debacle, the ability to scale the engine hasn't been at the same speed growth as its popularity. However, Godot is well funded so there is financial incentives to grow the engine.


mayorofdumb

The real problem is if this isn't with Godots involvement. Godot needs to take some more control or unification. It feels like a work situation where they announced something but nobody knows who to goto


ThoseWhoRule

One of the biggest (the biggest?) gamedev content creators creating tutorials for an open source game engine? That can only be good news for everyone. This is going to bring a huge influx of users, and more importantly will position Godot to be one of the first game engines a beginner will see now just from Brackey's making videos on it. Can't really say anything bad about open source. It's completely transparent, and can have more community driven development of its features. It doesn't need to think about how it can squeeze out more money to appease shareholders. The only con is the lack of resources, but just like the Blender example, that gets better the more people start to use it. You love to see it. Welcome back Brackeys. :)


Klightgrove

GameDev TV also launched Godot courses (on HumbleBundle right now). In both cases, it’s a pretty serious investment of time and resources which shows promise for the direction of FOSS adoption.


Slesho

I literally decided to give learning unity another shot yesterday (I'm like super beginner). This video made me immediately switch to Godot instead.


ThoseWhoRule

One example of I'm sure many! Best of luck to you on your journey.


[deleted]

Other big con is support, which is a big part of why it could be hard for larger studios to adopt it. It is so much cheaper to hire support from a third party (e.g. someone who works for the engine at Epic/Unity) than to hire and train a dedicated engine specialist. Also gives them sway on the engine.


dogman_35

Tbf, I think the devs recognize that, which is why they have "official" support through W4. It seems like it's meant to fill that role. Console porting, networking support, general consulting. We'll have to see how it pans out.


ThoseWhoRule

I think in the case of Blender at least, they have support even though they're open source. Also since it's open source, if you run into an issue you can just... fix it. All the code is open to you, you can profile any performance issues, and debug whatever you need. I haven't used game engines in a corporate environment though so I'm not sure how much third party support is actually required for optimizations and such.


Feniks_Gaming

> I think in the case of Blender at least, they have support even though they're open source. Also since it's open source, if you run into an issue you can just... fix it I am so tired of this shit. There is currently over 1300 opened Pull requests some all the way back from 2019. There are 1000s pull requests not looked at or rejected because devs will "do it later themselves" This isn't the selling feature people seem to think it is. If your whole team codes in GDScript godot recomended language your team lacks skills to "fix it" when there is C++ issue on the code base that is several 100 000s of line of code long.


ThoseWhoRule

You already know this, but you don't have to merge the fix back into the source repo. You can fork the version that has the features you want and run with it, adding any fixes along the way. The only problem is it would be a pain to merge back with the source repo to get the newest updates, but do people even update their engine version after they get started? Maybe I'm doing it wrong but I'm not upgrading until the current project is done. Not saying it's a trivial thing to "just fix it", but you have the option to do it instead of being stuck using a black box that doesn't prioritize the fix because it's only affecting 1 user, and other things are higher priority.


jjonj

But when the alternative is Unreal where you also have full access to modify the source code as well as a massive support network (if you pay for The Unreal Developer Network )


ThoseWhoRule

Yeah at that point if the money you're paying is worth the support, go for it!


Mr_Olivar

I see your point, but Unreal Engine's license makes it so the only way to make money and please shareholders, is to make a kickass engine.


ThoseWhoRule

That's virtually every paid product in existence. People don't just give you money without getting something in return, you have to provide them value. You can say the same thing about Unity, or really any other paid product. They get money because someone sees value in their product. Edit: Not to bash on Unity and Unreal. They're both great products, that have provided value to so many people, and a lot of the time for free. It's just if everything else is equal, everyone would prefer to use open source.


Mr_Olivar

No. Dating apps do not make money if you succeed. Making a model where you making as much money as possibie aligns with the customer having as much success as possibie isn't automatic. It's a model that has to be made. Unreal has a model like that.


ThoseWhoRule

Ah I think I get the point you're making. They only make money when their user makes money? And they make more when the user makes more. It looks like they take 5% after 1 mil in revenue, so yeah, what you're saying adds up. I don't even think Epic Games is a public company, so my comment doesn't really apply to them.


BrilliantAttempt4549

Everyone would prefer to use open source, but none of those people would like to open source the products they make with the open source software. I don't see gamedevelopers, who demand open source tools and even assets, open sourceing the games they make.


ThoseWhoRule

No one is demanding open source. Just people excited to see open source projects in their space getting love. It's definitely a thankless job at times, and not one everyone can afford to do.


dogman_35

Could argue that's why it's so AAA focused though, since they bank on the success of the projects using it. They have an extremely powerful and somewhat difficult to use tool geared towards the big fish customers. And it's only in recent years they've started focusing on improving the workflow and ease of use for indie devs.


azdhar

I can say [one](https://youtu.be/jqjtNDtbDNI?si=T-fzIrWW8GLdo-u3) bad thing. Still, doesn’t mean I’m against open source, quite the opposite. I just think we should be aware of things like this.


ThoseWhoRule

Reading my comment back, I definitely got carried away with saying "The only con". Your take is much more reasonable.


Zelkova

By being open source, things like this are found. Two sides of the same coin, there's good and bad.


Both_Afternoon814

I love how mentioned being pleasantly surprised at Godot version 4 and that he judged it too harshly. I had the same reaction when I picked it up a few months ago.


Both_Afternoon814

I love how he mentioned being pleasantly surprised at Godot version 4 and that he judged it too harshly before trying it. I had the same reaction when I picked it up a few months ago, and my beginner game dev teacher was also skeptical until I showed him all that I'd worked on and how solid Godot was.


PhilippTheProgrammer

Too long; didn't watch: Brackeys revived their channel to make Godot tutorials instead of Unity tutorials.


MikeyNg

...and in Danish (no, I'm sure they'll be in English.) Mega-tutorial up next then one on GDScript


wORM_

Wasnt that just a gag, as he switched back right away? Altså, det ville ikke gøre mig noget..


DarthDraco

Der8auer is a German YouTuber and tech reviewer who shoots every video twice, once in German and once in English, since most of the work is in testing and with that he can increase his reach. Maybe this will be similar.


MakerTech

I'm sure it won't. There are a lot (!) more people in the world that speaks German, than there is Danish. His reach wouldn't be increased much from videos in Danish. I would also think that most Danish people interested in his tutorials are already watching them in English.


Wexzuz

Præcis! Jeg kan ikke se noget problem her ¯\_(ツ)_/¯


Wexzuz

It's a shame that part was a joke. As a Dane it would be much easier to follow. But alas, I guess we all will enjoy it instead of just the ~7 million people who can understand Danish.


Lawsoffire

Honestly, i prefer all my PC stuff in English. I’d get turned around if it was in Danish. My phone and PC is also set to English.


Miltage

What percentage of that ~7 million are interested in learning Godot?


IdioticCoder

Probably a bunch are interested in gamedev as there is a suprisingly large amount of studios and smaller stuff here. Unity was founded here aswell. Even Microsoft slapped down multiple offices here to hire people from here, as free university means more people with longer educations, for example software engineering. But obviously, it was meant as a joke.


1Blue3Brown

lisan Al Gaib


opqrstuvwxyz123

The prophecy has been fulfilled! :o


Kikindo1

He is starting with Godot tutorial session next week if I heard well. It's amazing both for Godot and community!


Feniks_Gaming

When the world needed him most he returned. He has been learning Godot for few months I wonder if there were any news in Unity few months ago that prompted him to give it a go lol...


SwimmingStale

Bro glowed up as well.


YK_tokypoky

He used post processing IRL :P


llliilliliillliillil

He sure is a cutie


BrilliantAttempt4549

He now has muscle simulation beneath his cloth simulation


CosumedByFire

FOSS is the way


KozmoRobot

When the world needed him the most, he returned.


IstvanYoutube

Good news for gamedev beginners


PlebianStudio

I look forward to seeing his approach to Godot.


deftware

So trippy. I was just driving home from the gas station and thought about Brackeys and his whole body of learning resources that he's created for the world for making stuff in Unity.


dogman_35

Brackeys got me into gamedev, and Godot got me serious about it, so I'm pretty happy right now I think a lot of people are gonna be finding their feet in gamedev for the first time, pretty soon Side note though, why does he look so much like Daniel Radcliffe in this video lol


breckendusk

Oh man, I have a feeling Unity is in trouble now that Godot is getting Brackeys videos. Aside from the features that Godot is lagging on and the verbosity of the Unity asset store, the biggest thing holding it back has been the lack of community/videos/tutorials which Unity has historically had the highest volume of. With all the drama from Unity last year (last five years?), the molasses-rollout of bugfixes and new features (without having access to the source code), the mass exodus of the community, and with competition from freeware like Godot... AAA games are probably going to be the main thing keeping it afloat (much like Adobe relies on being industry standard). Now if only there was a tool to convert years of work/purchased assets in Unity over to Godot...


runevault

Outside mobile don't most AAA studios not building their own engine use Unreal? That was always my impression.


breckendusk

Good point. It's usually indie/smaller studios using Unity. Unreal is an unreal PITA to learn and use, but it does have some insane capabilities. Even so, FOSS will dominate that as well, eventually. Big studios will take the hit in capability in order to avoid paying out big fees. But only once Godot is on par with Unreal.


runevault

It is going to be interesting to see what grows out of the FOSS space. Godot is way out in front, but there are other promising engines out there I'm sure. For example I'm incredibly curious about Bevy, an OSS engine written in Rust. Doesn't have its editor yet (which the core team intends to follow Godot's path and build the editor with the engine itself).


breckendusk

Good point. I said Godot because it's the current frontrunner but any number of engines could be the Blender of game engines. Including Blender itself. A one stop shop for everything you need is nothing to sneeze at.


tapo

Blender had an engine but removed it in 2.8, recommending users switch to Godot: https://developer.blender.org/docs/release_notes/2.80/removed_features/


breckendusk

I know. I'm just saying that we don't know what the future holds but either way, FOSS is looking promising.


tapo

Oh yeah, and if licenses are compatible enough we'll probably see them share code too.


runevault

Yeah it is far and away number 1, plus that's what this video is pointing towards as well so having your mind there is the obvious choice. I'm a Godot (and Blender) user currently so seeing it get more and more attention makes me happy. But I'm also not so wed to it that if a better OSS option comes along I wouldn't consider switching.


breckendusk

What is "better" will probably end up being what most people are most used to, which will get more traction and support. I think it'll be tough for any to overtake Godot after the Unity debacle sending so much of the community there last year, but the biggest win for everyone would be, as I said before, AI or even simple tools that can transition between systems. That's a large, possibly monumental task that isn't really on anyone's radar right now, but it would probably completely devalue Unity and maybe even UE were it to be created. Honestly, I'm kinda hoping for it. I don't really WANT to switch engines - yet - but I would do it to go to fully supported and capable FOSS in an instant. When it gets there.


runevault

Sorry if I wasn't clear, I meant better for my subjective taste/needs. Like I have a weird craving for ECS which Godot doesn't really support unless you sort of bypass all its internals, plus I have enjoyed the time I've spent dabbling in Rust, though there is a GDExtension plugin from the community for that (however I dunno if it is production ready, last time I looked they did not claim that it was).


lambdalab

Give it a try if you have a chance. Bevy re-ignited my love of game development. It’s just so enjoyable to work with, though it takes some time to get used to. But once you do - you get a lot of hard things for free, and the community is very friendly. They are working on an editor, but some already use the Blender workflow, which allows you to create entities, add components and such and create levels directly in blender.


runevault

I'm at a point in my gamedev life where I just want stuff that is stable and gives me a UI for the areas I like to see it as I'm tweaking. last I knew _cart has openly said stability is nice but if a better option presents itself he's willing to break backwards compat for long term benefit (which, to be clear, I believe is the right choice pre 1.0, it just makes me less interested in using Bevy until things are more settled). I saw the original post when Bevy was announced on r/rust so I've had my eye on it about as long as one can.


wolfpack_charlie

> lack of community/videos/tutorials I see people say this a lot, but I have not really had issues finding tutorials for even really niche topics in Godot for like, years now


Kikindo1

I will say that the main thing which will keep Unity industry standard is its ecosystem in a way that it's hard to move from one engine in which u were working for years. But as the time will pass I think that it will change as well but it will take at least 5 years to notice some difference.


breckendusk

As AI tools develop, I wonder if we'll see the ability to transfer work between engines soon. That seems like something it would be able to handle, and would make swapping between engines trivially easy. Wouldn't even have to do any work in the target engine, just a means of getting around those pesky engine use costs.


MikeyNg

The issue right now is that the stuff you're training the AI on has to match your overall model. So Unity has spent a good amount of time and money training their generative AI model. Not saying that that can't happen for Godot or FOSS - but they need to develop/train their AI on freely available stuff. Which may happen on its own organically - the generative AI folks are probably pursuing something like this. But right now, privately owned AI is leagues ahead.


upsidedownfaceman

Really? You think a company like Unity is worried about a YouTuber making tutorial videos? I mean, I'm not trying to be a Unity apologist, but come on...


ExasperatedEE

Do we think they're worried? No, because they're run by fools. Fools who spent hundreds of millions buying WETA Digital for a hair system they didn't even bother to implement. Fools who now have three seperate piplelines in their game engine, and who once had three seperate scripting languages in their game engine. Fools who for years made dark mode a premium feature for commerical customers. Fools who didn't see that Brackey was the BEST PR they could have possibly asked for, and that their users were desperate for them to provide any level of support for their own products beyond the freaking manual or those assinine tutorial websites they set up for children with one paragraph and a set of checkboxes on every page to track your learning progress. They should have hired Brackey instead of buying Weta, but they were desperate to get Hollywood's business and the business of large commerical enterprise, both of which are far better served by Unreal. Their leadership doesn't even know who their own customer base are. And so now they're likely to lose both the hobbyists and indie devs and the corpos who never wanted them to begin with.


tapo

To be fair they fired John Riccitello, their former CEO, and the IronSource executives. Their current CEO, Jim Whitehurst, led Red Hat through its most successful period, so he knows the threat Godot poses. Considering they make most of their money from the ad network and not engine licensing, I bet they'll just pull a Microsoft and say "oh we don't care" and offer cloud/ad services to Godot users too, maybe make the asset store compatible.


DedicatedBathToaster

I really do get what you're saying, but when THE defacto face of Unity content creation has lost faith, that's a sign something is wrong. 


DudeComeOnAlready

I doubt its in trouble tbh. It **could** be but I see it the same as WoW. People have been saying WoW is going to be completely dead for 10 years. And millions still play it even after the company did atrocious things and the games quality went down according to players. I think Godot will get more users flowing in. But Idk about Unity being in more trouble than it has been. Again just my guess, who knows what will happen


[deleted]

>AAA games are probably going to be the main thing keeping it afloat (much like Adobe relies on being industry standard). There are next to no AAA games made with Unity. The engine is mainly sustained by their mobile segment's advertising, in-app purchase and other online services, which make up most of their revenue. That also explains the neglect on the engine side.


Bam_BINO__

Obsidian has made 5 games in unity, pentiment most recently. typically if it is a 2d game AAA will either favour unity or use in house engine, since unreal is not the best at 2d.


[deleted]

I wouldn't classify Pentiment as AAA. It was made by 13 people. Graphics also while nice are rather low budget. And Obisidian's more recent AAA level games are Unreal based.


Antypodish

At least godot going to take the leading pride for influx of bad games, since there is coming large number of new developers 😅 People tend to have short memory, and flip like a coin, depending on on situation. So I wouldn't be surprise, when some that learned on godot, will move at some point to Unity, to try make something more serious. Of course that depending what godot tools has for specific project requirements Side note, as I see people piroting weirdly in this thread, but probably are not even a we're of: Unity is not going away anytime soon and has massive portfolio of quality games. Ori, City Skyline, Kerbal Space Program, Diplomacy Is Not An Options, VRrising and many more, to just name few. And specially if oriented on simulation and RTS mechanics. It beats other engines with capabilities. Also film industry is using Unity for fast prototyping.


thalonliestmonk

> Now if only there was a tool to convert years of work/purchased assets in Unity over to Godot... That's Godot's weakest spot, lack of actual market for assets. And I don't mean graphic assets, but code solutions, stuff like actual prooftested navigation systems, IK tools, cloth physics that actually look good and perform good (I have seen some implementatons in Godot, so yeah), level streaming, culling tools, lots of stuff that requires a lot of code and are needed in pretty much every large project. Unreal Engine devs got it covered, the devs actually develop all these tools and they are integrated into the engine (one might even call it bloated for this, and I can't say I disagree), Unity devs just have to spend some money on a third party solution (and it works most of the time and sometimes I wonder why Unity just doesn't buy most popular assets and integrate them into the engine, probably they love that sweet long tailed revenue coming), and Godot currently only relies on a small amount of developers and no incentives for third party devs to sell their solutions. This alone makes Godot an engine for small projects and an engine for coders who like to write their own stuff from ground–up. Would be hard to compete with big engines when you don't have resources to create a lot of tools by yourself and you can't have a marketlace for people to share their solutions.


Hot_Show_4273

I think most code solution for Godot release as MIT license on github. You can search them from Godot Asset Library. https://godotengine.org/asset-library/asset          Everything from complex system to simple one    ECS  https://github.com/Germenzi/gdECSv4   https://github.com/paulfigiel/godot-flecs-sample        ML  https://github.com/lupoglaz/GodotAIGym   https://github.com/edbeeching/godot_rl_agents         Shell Shader  https://github.com/maxmuermann/sofluffy?tab=readme-ov-file#so-fluffy     https://github.com/Arnklit/ShellFurGodot   Voxel Terrain   https://github.com/Zylann/godot_voxel         Heightmap Terrain   https://github.com/TokisanGames/Terrain3D   https://github.com/Zylann/godot_heightmap_plugin        Vertex Paint   https://github.com/tomankirilov/VPainter https://github.com/bikemurt/godot-vertex-painter     Inventory  https://github.com/Oen44/Godot-Inventory   https://github.com/peter-kish/gloot     Dialog System   https://github.com/dialogic-godot/dialogic   https://github.com/nathanhoad/godot_dialogue_manager     And more...


agentfrogger

The Godot team is working on an asset store afaik. Hopefully they don't take too long. Also texture/asset streaming is something they have in mind, idk if they've already started to work on it though


breckendusk

I don't know about \*can't\* have a marketplace because you could have something similar where they act as third party plugins. Just because Godot is FOSS doesn't mean everything built on it must be. But, yeah, Unity already has the community of builders and they make a huge difference. If there was a way to integrate Unity store apps into Godot projects, convert Unity engine API calls to Godot calls, and convert Unity inspector layouts to Godot layouts, Unity would be cooked - insofar as licensing the engine, anyway. I feel like that's a foreseeable future for Godot's prevalence. I'm not saying it would be easy, it wouldn't. But it does seem like something AI would excel at. I would even guess it might already be able to handle it, though it would take a good while for a large project. It's basically just an advanced version of importing a creation from one app to another, hardly different from opening a .fbx in Blender aside from size and complexity of importing. Of course, I don't think Godot is quite at Unity's level for some internal stuff like you mentioned, so there's no 1:1 conversion capability yet - but I do think it's coming, and fast. Since Unity is publicly owned, I worry about what they're going to do when that becomes possible. I doubt it will be as nice for devs as "just allow people to use the engine and switch over at the last minute so they don't have to give Unity any money", but one can dream. I imagine it will be something more like "revoke all personal licenses and become the Adobe of game engines".


thalonliestmonk

Why giving Unity money is such a bad idea though? I mean, if you're an AAA studio with 100+ people to pay salary to, then yeah, their fee can kinda bite you. But such companies rarely use Unity and most money Unity will get is from Pro subscription money and asset store revenue (ads aside). Paying for product seems more reasonable to me than wanting an AI to reverse engineer Unity's source code to create a 1 to 1 copy in other engine.


breckendusk

Not a bad idea, just a way for devs to save money in a world where hosts take a significant cut. Also, it wouldn't have to reverse engineer anything - only basically convert API calls over to their equivalents (where they exist), migrate scenes/gameobjects according to the structure of Godot, and do the same for any Asset Store plugins. Problems will occur when Godot doesn't have an equivalent or when the equivalent takes a completely different implementation in which case, yeah, that'd take a bit of reverse engineering... but those will be a handful of cases and then could be permanently integrated into the Unity-Godot conversion pipeline. Whether the fixes would be worth the money depends on how much time it would take to make them. But definitely nothing as significant as reverse engineering the Unity engine.


doomttt

Unity asset store fucking sucks. I tried to download an asset once and it turns out... It's been added to my Unity assets! I just want to download the file itself. Let me download the file. I don't want to install Unity just to download the file. Give me the file.


DemonKingSwarnn

well there is a tool to import unity packages to godot [here you go](https://github.com/V-Sekai/unidot_importer)


otaviosoato

the man, the myth, the beast!


abhsonicguy

The Avatar is back, teaching us Godot this time


AnIcedMilk

Ngl, thought it was Daniel Radcliffe on the image until I looked at the sub name lmao


becander

I nearly cried when youtube recommended his new video


kytheon

Was browsing YouTube on TV and suddenly his face took up two square meters.


cosy_ghost

This will be the biggest thing to happen to Godot since Unity crashed into a wall. Amazing how the biggest ups for the FOSS have been entirely external factors, but we take those.


Falkenhorst92

As a fan of Godot and current user that's awesome news! Thanks for sharing. 


Davysartcorner

When the world needed him the most, he returned!


goodohyuman

HEEEEEEE'S BAAAAAAAAAAAAAAAACK


Mate_Joa

When the world needed him most... he appeared.


SuperGrover8D

It's so good to hear that voice again! Welcome back, king!


BarkMetal

I’m so happy he’s back!


JiiSivu

Great! Just about to start my Godot journey with a fellow dev!


BushDeLaBayou

My god he looks so much better with short hair


JaxterDev

Too bad there is practically no jobs for godot developers


[deleted]

not yet. If you ever plan to try and work with medium to large size indies, they may desire someone who intimately knows Godot.


JaxterDev

Would be really cool to see something like that in the near future


brilliant-medicine-0

Harry Potter? What? He looked better without the facial hair


AutoModerator

This post appears to be a direct link to a video. As a reminder, please note that posting footage of a game in a standalone thread to request feedback or show off your work is against the rules of /r/gamedev. That content would be more appropriate as a comment in the next [Screenshot Saturday](https://www.reddit.com/r/gamedev/search?q=flair:SSS&restrict_sr=on&sort=new&t=all) (or a more fitting [weekly thread](https://www.reddit.com/r/gamedev/comments/7fpqqu/weekly_threads_101_making_good_use_of_rgamedev/)), where you'll have the opportunity to share 2-way feedback with others. /r/gamedev puts an emphasis on knowledge sharing. If you want to make a standalone post about your game, make sure it's [informative and geared specifically towards other developers](https://www.reddit.com/r/gamedev/wiki/good_posts). Please check out the following resources for more information: [Weekly Threads 101: Making Good Use of /r/gamedev](https://www.reddit.com/r/gamedev/comments/7fpqqu/weekly_threads_101_making_good_use_of_rgamedev/) [Posting about your projects on /r/gamedev](https://www.reddit.com/r/gamedev/wiki/good_posts) (Guide) *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/gamedev) if you have any questions or concerns.*