One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.

One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.

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2391Y

All hail FOSS and Godot.

kryllic
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-341Y

Awesome! Hope they’ll be able to work on the backlog of promised features more instead of kicking them down the road to the next version.

kingthrillgore
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I think the priorities for Godot with the new funding should be:

  • Improving Composition performance
  • Working to reduce overhead on GDScript to further improve 3D performance [1]
  • Enhancements to tooling for content generation
  • Documentation and Tutorials
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591Y

To be fair, every single project regardless of proprietary or open source has a backlog like that. It’s just that open source projects show the backlog and don’t have marketing people telling what is and is not in the backlog.

kingthrillgore
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31Y

All software development has issues that are simply left unfixed. Some bugs are hard to fix, and don’t really matter in the long run.

Example: they don’t even bother with memory management on cruise missiles, since eventually its gonna reach its target…

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481Y

It should help since they’ll be able to hire more people to work on the project. Something badly needed dwith Godot is a proper testing workflow. They currently rely on the community to report bugs, and that’s just not an efficient workforce. Also doesn’t cover all the possible edge cases.

darreninthenet
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161Y

Playing devil’s advocate, I’d argue the in the wild community testing is more likely to uncover an edge case that the formal testing didn’t envisage…? 🤷🏻‍♂️

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151Y

I think we need both. You can never have too much test coverage.

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61Y

I’m with you on that. I feel like open source is the best possible way to security audit and test issues. As any issue will be out there to see, most proprietary code ends ups being years of duct tape which wouldn’t fly if a large community of different backgrounds took a look at the code

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71Y

No love for Stride?

discusseded
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11Y

What’s stride?

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51Y

Glad you asked. It’s another open source 3D game engine that may feel a bit more familiar to those who are used to Unity. This is their website.

I’m still just starting to learn it myself, and it can really use some more features, but I think it’s pretty cool. I like the UI more than Godot’s, and I like working in C#.

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Looks interesting. Shame the editor doesn’t run on Linux and the engine doesn’t target Linux at all. Valve is pushing Linux gaming hard and people are hating Windows 11 every day more and more. Anything exclusively C# will always have a Microsoft shackles issue.

kingthrillgore
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Microsoft has wisely moved a lot of C# development into the .NET Foundation which also promotes the .NET Core Framework for other OSes including Linux, and the Roslyn compiler for C#.

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1Y

I believe it does currently have Linux support. At least that is one of the build options. I’m not sure what might prevent it from working in Linux, unless the FBX import package isn’t compatible.

I haven’t tried it myself yet, though.

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21Y

The only comment is a marketing text that claims “experimental support” for Linux. There’s no mention of Linux at all in any of the tutorials. And on the manual it looks very finicky, they only support an old LTS version of Ubuntu and reading the GitHub issues, it looks not only experimental but very rough. As barely working, lot of workarounds, rough. On Godot at least, Linux is a first class citizen, not an afterthought to qualify for grants.

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11Y

I’ll need to play with it some more when I get a chance. In any case, my impression is that it’s still developing and still has some way to go. I’d be kinda shocked if Linux doesn’t get decent support eventually.

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31Y

You can work in C# with Godot too.

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11Y

You can, but I think I read somewhere that it works better with GDScript.

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31Y

It depends on what you mean by better. GDScript is better integrated into the IDE, with C# really requiring that you use an external code editor currently, but both languages have very similar capabilities.

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11Y

I found the thing I read earlier: https://popcar.bearblog.dev/unity-to-godot-what-to-expect/

It doesn’t sound too bad, really.

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51Y

Very nice!

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421Y

FREE POP CORN TO WATCH UNITY BURN IN THE DUMPSTER

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281Y

The power of open source!

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201Y

Are the people who run unity best mates with musk?

Prior_Industry
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21Y

Blaze your code

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51Y

It’s run by the ex CEO of EA.

Lemminary
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101Y

Not by our own accord. Unity is the seemingly cool, weed-sharing guy with shady friends who wanted to introduce you at a party one day and decided to grope your boob to tell Musk how laid back you were and they both laughed.

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81Y

This characterization disgusts me but it’s a perfect analogy.

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1331Y

My wife has a few things on YouTube she made with Godot, and she has noticed a significant increase in traffic, since Unity made their blunder.

Godot really deserves their increased popularity and donations, it’s absolutely amazing what they have achieved as a true Open Source project that is absolutely 100% free to use, and gives 100% control to game developers.

froggers
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391Y

Very nice. This money will enable them to make it better. One day when I might start learning how to make games I hope that Godot will be one of the best choices out there.

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1761Y

I really hope Godot will become as good for games like blender is for 3D modeling

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-51Y

Oh god. Please aim higher than that. Not saying that Blender ain’t powerful, because it clearly is, but it’s UI is just plain shit. (Unless there have been some massive improvements over the last few years.)

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261Y

They updated it to really good stuff with 2.8 like 3 or so years ago.

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deleted by creator

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deleted by creator

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deleted by creator

sebinspace
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21Y

Stuart Semple’s company has something cooking. I have Affinity pirated, and I’m going to see which one I prefer before spending the money on either.

Captain Aggravated
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11Y

It’s been my understanding that the general populace has been asking the developers of GIMP for years now to overhaul the UI and make it much friendlier to use, and the answer came back, “No, stop asking.”

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71Y

Gimp’s problem is not so much the UI, but that it has fallen way behind Photoshop in terms of features. Fixing up the UI wouldn’t hurt, but you’d still be stuck with a graphics app that’s 20 years behind the competition. It would need a heck of a lot more work to catch up.

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11Y

You’re thinking of Glimpse o believe. And yes gimp really needs a change. Krita isn’t bad but not good for more graphic design oriented tasks. It’s type tools are awful.

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131Y

The intuitive UI is the best part of Blender for me so that’s weird

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61Y

it is, I think he’s talking about the old ui

Altima NEO
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I mean I’m coming from maya and Max, I taught myself blender last year, UI seemed pretty nice.

I remember messing with it 10 years ago, and really hating it. Nothing like that now.

Lemminary
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31Y

That was Blender 2.9, and we’re on 3.6! It has gotten fairly good, I love it.

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301Y

Most certainly have been. Worth another look.

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-251Y

I might have to one of these days, but man do I doubt it’s UI is usable after being such hot garbage over so many years. Such a shame too because fuck everything about Autodesk and I know Blender has some incredibly powerful tools.

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61Y

Go and troll somewhere else, it’s clear you won’t change your opinion even though you’re wrong.

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Blender used to be basically unusable for me, the UI made no sense and attempting to use it after learning 3d through maya and 3ds it just didn’t work. Then they made it good, I spent a few weeks learning it a few years ago and it’s great now. What you’re describing is exactly what they went and did

ferret
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191Y

I don’t think anyone would be able to comprehend how much the UI has improved without seeing it themselves. Please take a look sooner than later.

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71Y

So you’re not gonna try it like everyone is telling you to. I have no idea what they’re talking about because I don’t use blender but uh…me thinks you should try it instead of being stubborn and not. Seems kinda dumb.

Rentlar
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Blender 2.79 and earlier was super-unintuitive. 2.8 gave it a fresh coat of paint it’s easier and more featureful with each version (Now 3.6, 2.8 was years ago!)

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621Y

They massively changed the UI in 2019, in version 2.8. Hasn’t changed much since then though.

If you remember Blender having a bad-looking light grey UI and no support for multiple workspaces, that’s the old version.

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301Y

There have in fact been massive improvements over the last few years

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341Y

It WAS shit. Now it’s the best UI (and UX) of all 3D software.

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81Y

I know right! I keep wishing all software would adopt some of it’s amazing features, like hover copy-pasting, being able to right-click any button/option to set a custom keyboard shortcut for it, being able to type maths into any numerical field, etc.

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I keep going into Google slides and being annoyed I can’t just use G R and S to manipulate objects

Edit: And I love how in Blender, ctrl-z will undo/redo selection. I hate spending so much time selecting things just to misclick in other programs.

Koordinator O
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21Y

Selection beeing part of the undo/redo is sooo good. One of the best things in Blender.

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I tried learning it some time ago (months, not years) and I never cussed so much in my life… maybe I’ll just get the hang of it eventually, but let’s just say, first impression on the UI is not good.

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71Y

Being intimidated and lost is completely normal given that it looks like this, and there’s probably not a single person on the world to have ever used all of Blender’s features.

Watch the whole Blender 2.8 fundamentals playlist, things get way easier once you know what to ignore and what UI conventions blender uses as well have a rough overview of the feature set – because that allows you to ignore even more stuff. Then figure out what you want to do, figure out a workflow, customise the UI to make that particular thing convenient (remapping a couple of keys when you need something often, leave other things you need twice a day in the menus, etc), and bob’s your uncle.

Last, but not least: Unless you come from another 3d program and absolutely can’t be bothered to re-train your muscle memory use right-click select. Your index finger is going to thank you, it’s also a better UI convention in general as it leads to way fewer misclicks (selecting instead of manipulating or the other way around). Personally, I use space bar for the context menu (the default is play video which I rarely use, and if then shift+space isn’t exactly awkward). There’s also plenty of extensions focussed on particular workflows, e.g. F2 is very common if you do mesh editing, I also use machin3tools, especially for mode switching.

All major general-purpose 3d packages have a feature set so large that it can’t possibly fit onto keybindings, and you can’t pick them up like picking up a word processor. At the same time it’s professional software used by professionals who want to be fast and efficient, so the optimal UI isn’t “intuitive” (as in: dumbed down) but flexible and customisable. Blender’s defaults aren’t bad for some basic work but ultimately you will find them lacking, that’s not because the defaults are bad but because they are a compromise between 10000 ways to use the program. Ask three blender users how they use blender and you’ll get fifteen answers.

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11Y

Thanks for the pointers!

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201Y

The… UI in blender is really good. Have you used any other equivalent software or know how complicated it is?

It’s not “good but it’s a hard problem to solve”. It is more “great and it’s a hard problem to solve”

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381Y

That’s impressive and amazing. Let’s hope they will put it to good use and speed up the development.

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421Y

Unity’s recent fuck up is a massive boon for them, I really hope they can capitalize on it. This is one of those moments that only happens once, if they push their development and marketing over the next 12 to 18 months they can snag a really significant share of the market and use it to vault themselves to the next go-to engine.

ColorcodedResistor
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281Y

as a life long gamer who has had to ‘grow up’ and learn trades to survive and pay bills. it would be hella fun and possibly cathartic to mess with a free game engine. I’ve been playing games for 30 years. Maybe it’s time i take all that knowledge and frustrate myself on a passion project. Thank You Unity for showing me GODOT.

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-41Y

You don’t have to pay for Unity/Unreal either

I’d recommend just using mod tools if you are looking to play around because it covers a lot of the work

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131Y

This is the way!

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61Y

I’ve been waiting for this.

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