Skip to main content

I had to change

According to Unity, due to embargo laws I can't use Unity, not even the personal edition. So, the last four years spent studying the engine are lost, for now, until the american embargo is over (not too soon, considering that Trump is going to be reelected and our government... is going to be reelected too). Yes, I could use it for some project inside my country, and maybe use some proxy company outside to distribute or sell games. Or even simply try and see what happens.
What else is left? Well, a friend of mine kind of forced me to switch to Godot for a small 2D project. By the way, when I posted my previous post, I was still testing the engine. Now I can almost properly talk about it. This isn't the first time I play with Godot, in 2015 I checked it when I was testing several open source options to develop a little RPG we were working on. I liked that it was aimed in the right direction: a full featured engine oriented to productivity, with editor, one click deploy and features that you usually find in commercial tools.
Godot is a very easy to learn engine, but if you come from a professional one like Unreal or Unity, it will be like changing from a plane to a bicycle. It lacks lot of tools and features. In a few things it is really good, but they are mostly on the 2D side.
They took a really bad decision years ago when choose to discard Vulkan in favour of Open GL ES 3, a decision that now proved to be wrong and costed like 2 years. Also, made me choose Unity; if you are going to learn something, then learn the best something available, that's my policy. But merely the rendering API is not the problem, the overall state of 3D is poor. Some basic stuff, like retargeting an animation, are inexistent. The artists workflow just started to improve in the 3.2 branch, by integrating an Assimp based importer, which provides a quite decent FBX support.
If you plan to develop a 3D game, then Godot is not the best choice. It is quickly improving, and version 4.0 is on the way, with Vulkan and maybe more interesting stuff, but that is still very far: maybe second half or end of this year. Lot of things needs to be implemented from scratch or redone for this sort of remastered edition. And I have the bad feeling that it won't satisfy my needs anyway.
To finish the post, I promissed a novel for Christmas to some friends, but my translator had several problems in the last months. It will take some time. Like Godot.

Comments

Popular posts from this blog

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started. Start Unity3d and in your scene, add an empty GameObject, we will call it target . Create a camera object and drag it to target to make it child. The result looks like this: Now select Camera and set the values to this: For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom). Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code: if (Input.GetKeyDown(KeyCode.W)) {             dir = UP;         } e...

Vulkan and open source engines

It is weird, but even when Vulkan has embraced the open source philosophy (open drivers, tools, etc), Im not seeing too much enthusiasm to adopt it in open source game engines. I have been following mostly Godot and Urho3D, yet Ogre3D and Irrlicht doesnt seems to be rushing to implement the new renderers. It is worth to mention that Godot promissed they would delay the long needed refactoring of its 3D renderer until Vulkan release, but now they say they wont be using it, favoring GL ES 3 instead. The other engines seems to be dealing with lack of man power (Urho3D leader left the work on hands of community, as he is not working on Vulkan renderer right now) and base code designed for older APIs, specifically, DirectX 9. Lot of work is required to adapt this code base, not only for Vulkan, but for DirectX 12 too. Well, nobody said that developing a game engine was easy. The advantages of Vulkan have been widely detailed. From engine point of view, it would centralize all renderers...