To be honest, I’d probably call it “awesome” and be a bit envious. That must pretty much be a state where whatever mood you’re in, there’s always going to be something you want to play, like someone with an amazing collection of vinyl records, or bookcases full of literature & poetry.
Those are some pretty big numbers on hours played too, so it’s not like you’ve just played each thing for an hour and then chucked it.
I only feel mine’s out of control because of the relatively small amount of time I have to play these days, and the amount of unplayed games - I can play a new game every week for about three years, but actually I just stick another ten hours into “Crusader Truck Manager Fortress Rally Tactics III”, on average.
Ha ha ha, you fool! All this massive library does is give me something to doom scroll before going back to short burst YouTube videos! (Depression is a hell of a drug.) I mostly end up playing a lot of the same games over and over (see my hours on New Vegas) and don’t end up playing the games I bought that look really fun.
Aww mate, sorry to hear that. I’ve been in those pits before. I hope life, the world, or yourself gives you the break you need, or the support you need to get through it.
My understanding is that running on game consoles can’t be officially supported, because they can’t integrate the necessary proprietary code into the engine while keeping it open source.
They can’t distribute the proprietary bits in with the engine, so you have to work with the Godot team and a publisher which you probably would be doing anyway.
I mean, it’s easier to port a game running on Godot than something written in Assembly. So I’m not shocked to hear that
But up until Unity decided to stick some TNT up their ass and light it last week, the king of porting was Unity. I’m not saying it’s perfect, but if you’re a tiny indie company who wants to get something on Xbox, PS5, the Switch, PC, and even maybe mobile if the game is tiny, Unity was the engine for you.
To be fair, the only reason Godot can’t port to consoles as easily as Unity is for licensing reasons. Console manufacturers don’t want their console build code released as open-source under MIT like Godot is, so that’s all relegated to third-party services/plugins
and there’s many third/almost first party companies to do it for you, they just almost by definition need to charge for it - cause Microsoft and Sony charge them.
The one is even made by the devs and returns its profits to development
Before Godot 4 the 3D engine was pretty far behind, think early 2010 teach. With Godot 4 it got an insane upgrade which puts it in par with Unity as far as I understand (not a unity expert), but still behind Unreal (then again, everything is behind Unreal.)
Unfortunately it takes multiple years for a 3D game to be developed, so it’ll be a while before we see actual released 3D games with Godot 4.
Not many tools supported out of the box. Its beauty comes in its modularity, so anyone could have always made an add-on - but that takes time and money, what most small devs don’t have (but Sega and Tesla could).
Then more recently the devs have had time, and so could make these first-party - and very recently much more stable long term funding, so I’d expect these tools to improve rapidly.
All that being said you could toss a 20 million polygon default cube in UE5 and it’d look/run pretty good
Does godot support 3D? If so does it support PBR materials? Does it support installing 3rd party plugins like HAVOK? Literately the only things i need.
Tbh that’s a pretty horrible example. It was a rushed product full of graphical glitches, including rapidly flashing lights. This is true especially on the switch. Idk if it’s improved since launch but shit was rough early on.
Yes, not a great as Unity but it’s still pretty good especially after they switched to Vulkan over OpenGL. VR performance still could use some work though.
Yes, PBR materials are fully supported. Actually one of the earlier things in 3D that was implemented, and then imoroved
Yes, now I don’t know if HAVOK has a Godot plugin but there is a Jolt physics plugin that’s designed to be plug-and-play, with a few exceptions (it doesn’t suppory soft bodies afaik)
I forget who and I’m too lazy to search, but a company just announced a recurring $10,000/month donation to Godot. A few others are donating too. So they do have some monetary support!
Why would Steam be worse than Unity? You are mixing things together. Steam Hosts FOSS for free as far as I know - how is this a bad thing in your eyes?
Unity is a game engine, Steam is some bullshit market place that locks other software behind all sort of junk like drm. As far as i know Unity doesn’t promote gambling to kids
I’m all for Linux, I use it literally every day between my Steam Deck and remote dev machine at work, but updating software on Windows and MacOS isn’t hard, and I have no clue why the Linux crowd pretends it is. You could complain about forced updates on Windows, or MacOS having two different applications folders for Lord knows why, or literally anything else that is wrong with either of them, but ease of program updates isn’t a problem for Windows or MacOS.
It’s not that it is hard on Windows, I at least have never seen anyone claiming that, just that it’s annoying having every program self-update or sometimes needing manual updating. A centralized way of updating like you have on Linux is simpler for the end-user, just open the store and update, like smartphones do.
There’s other advantages too, like rolling back or downgrading is easier to do and if an update would break or be buggy and it is caught up before being available to everyone, it can be withheld until fixed.
I wouldn’t use it long-term, because you don’t want Godot to update without you knowing, if there’s something that needs to be changed due to an update. I bet a few people noticed the update from 3.x to 4.x…
I’ve read it also doesn’t come with the C# support, so that’s one reason not to use Steam for it if you’re interested in testing that side.
steam
Newest
This magazine is from a federated server and may be incomplete. Browse more on the original instance.