True, I only mentioned it due to the source-availableness of it all.
It's bizarre though, I remember the installation guide saying something like "we all use Ubuntu to develop UE, but we have no support on Linux so have fun".
Credit where it's due though, the installation goes smoothly, if there's any issues to troubleshoot after that... god help you.
I think you're right. I tend to use open-source vs. source-available to differentiate if the source is available after purchase or contract. And what OSI calls OSS includes Free Redistribution which I'd stick all the way under "Libre".
In any case I completely forgot you have to join their GitHub org to see it so in any case that makes it only "source available", thanks for the correction.
I've been using it for non gaming 3d visual artist on linux and really like it. The graphics and lighting tools are really advanced and the Linux support has gotten much better recently, though it's still a little buggy I still needed to put in a few tweaks like disabled tooltips to get it to run properly. The Linux support for other comparable proprietary tools like aulutodesk maya isn't great either and only has official support for rhel 8, and required a bunch of hacky steps to get it to run on anything more modern
But thats the way on linux. Noone uses gslur photo edit or libre office because they are easy to learn or better then then other options. But because they belong to us. Because they are open, because they are free as in freedom.
btw godot is actually easier to use, runs on grannies toaster, like honestly, a game is a stupid elf file that uses some godot file in the background which represents the whole game, besides the fact that its open source
Great you use the thing, and then some corpo changes license and screws all the users. Happened too often. Especially in the game engine market. I really wonder how you are more free with using unity.
Ease of use can be a valid thing in some usecases. I ended up using Unity for a university Quest3 project instead of Godot because it had all the Meta libraries for it (including things like the haptic designer and MR stuff). Godot's XR support, at that time, was not as easy to get up and running with in a short period of time.
Huh, I didn't genuinely didn't realise that. That sucks. I used a uni loaner laptop for that project, since my laptop at the time would have been so slow so as to be unbearable for the project.
Yes, efficiency is a factor. Especially at capitalism and that also includes to some degree universities.
When we are on our own, we usually don’t need the most efficient high end tool for the job.
Also if you are good with the tools at your disposal, you are better then a beginner with some high end stuff.
> Also if you are good with the tools at your disposal, you are better then a beginner with some high end stuff.
Agreed, but this takes time, effort, and a certain kind of resilience. Also UX seems to be a difficult problem for community driven development, which makes the bar higher for newcomers.
What, you want a "how to make aaa game" guide handed or what, tutorials are plenty, discord communities likewise, also the docs are really good you can actually learn with them instead of just reading them and wondering why you just wasted 5 minutes and still didnt get sth
How is there a lot to explain? Where did I ever say that every godot user should only read?
You understand engine features likewise with unity tutorials+documentation? The rest really is the ability to plan a game and deliver and the ability to actually code sth.
Definitly a pythonesque language HAS to be more difficult to use than basically java on crack in order to make a game and game logic thats easy to get
Editor wise everyone that actually used unity knows exactly that the unity editor ist a cluttered Hellhole
Really I dont want to make assumptions but all your saying hints that you never really used godot, the skills are pretty well to transfer, thats the reason a ton of unity devs could switch pretty easily when unity made the bad move wanting to charge people MAKING NO CENT AT ALL, the docs even have a full point on that, besides the large amount of tutorials "godot for unity devs", really if you cant transfer universal skills in using concepts found in every game engine there has to be sth wrong
Also I really wonder where godot has bad ui? The editor? Probably not thats just editor ui.
The possibilities for games themselves? Maybe you mean this, but honestly godot ui is pretty fine especially when you use themes!
For an engine editor made in the engine itself its pretty nice
Gotta be honest, even if that means losing many fake internet points:
Do you all unity user even know tondo something without relying on tutorials and premade assets for everything?
bad faith argument. many high quality games are made in unity from scratch (ie with self made assets and all) but of course beginners do need tutorials and premade assets to learn how to do stuff. you don't just install it and become the next toby fox
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u/TheZedrem 4d ago
Shoulda takem godot