this post was submitted on 07 Aug 2023
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Game Development

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Its Monday so we're continuing on with the daily questions of the day!

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[–] bikesarethefuture@programming.dev 2 points 1 year ago (1 children)

How was the jump from unity to Godot?

[–] popcar2@programming.dev 4 points 1 year ago (1 children)

Pretty smooth, actually. The workflow isn't too different from Unity and I got used to things quickly by reading the docs. After getting the basics down it's mostly a matter of finding the things I'm looking for (for example Tags in Unity are called Groups in Godot). I was impressed by how smoothly everything ran and how tiny the engine itself and its files are. Unity feels like a bloated nightmare in comparison.

There are a few pain points in Godot though that people need to be aware of before getting into it though. Godot 4 has big issues with its web exports making them not very viable, and there still isn't an official way to port your games to consoles. Some of the features in Godot 4 are also somewhat experimental and aren't nearly as "battle tested" as Unity, so if you're super serious about game dev it may not be the best engine for production.

[–] bikesarethefuture@programming.dev 2 points 1 year ago (2 children)

Is there post effect processor? Do you use c sharp in Godot?

[–] popcar2@programming.dev 3 points 1 year ago

Yeah there is post-processing and shaders as you'd expect. I forgot to mention that I use GDScript, it fits in with the engine way more intuitively, not to mention C# support is lacking in a few things.

[–] duckington@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

You can use either gdscript (think python) or C#. C# used to be a bit of a second class citizen but from what I see it’s nearly on par with gdscript for support, and it’s getting a lot of attention from the devs.

Edit: and yes there is a post processor