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kusumahendra: I am making a 3d fps game as a hobby project using the engine and I find it perfect for my need. I once made an unfinished 2d platformer too and find it very easy to do.
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Lexor: What convinced you to use Godot engine over any other? Did you do any research before?
So at first I learned Unity many years ago. That was when Unity was version 3.x. It was great. It was fast, had many cool features and many tutorials. I learned to make a third person shooter from available tutorial and it was very easy. However when I started my own game I found a big limitation. For free version, Unity 3.x can only cast shadow from one light source. So I postponed my game

Around last year or two years ago I decided to get back to making the game. Then they announced that Unity will be free. I was happy and downloaded Unity only to be disappointed by how bloated it was. Unity ran very slow on my machine, and I could see the one slowing it down wasn't related to game making features but more of it's store / online service etc.

I tried to look for alternative. Unreal was a no go since it was even heavier and my PC is just a humble I3. Then I stumbled on Godot. Godot was on version 2.4x. I tinker around a bit and try to make a basic FPS game. It was OK until I found the 3D physic engine was broken. Imagine dropping a dice to a bowl and the dice fall through. Yeah it was that bad. Kinda disappointed with 3D in Godot I tried it's 2D capability by making a platformer game. To my surprise the 2D part was solid rock. Making my character move around, jump, catch and throw object was a breeze. Making levels and enemies is creating scenes/entities and put them together. I was very impressed.

And then news comes that Godot 3.0 will come with a new PBR based renderer and it attracted a lot of eyes. I looked at devs demo and it can surely created a 3D graphic (almost) on par with Unreal Engine. Surprisingly, one contributor also work to implement Bullet physic engine into Godot. Bullet is a solid open source physic engine, and if it comes bundled with new PBR renderer then Godot 3.x will become a great engine for making my game. And it is. That Bullet physic engine is a godsend it basically remove the biggest obstacle in making my game.

I am using Godot now and it is fun to make games using it. I can focused on making the game since most of complicated stuff has been done for me. It's small, it has all features I need to make my game. It's fast. It doesn't come with unnecessary features. It's still actively being developed and new cool feature is coming (I'm waiting for next version that will bring ragdoll physic).

The downside is the engine is just recently gained recognition so tutorial is not many. Important bits are scattered everywhere and get the grip of the engine can take some time. I've been using it to make my games for about 1 year and I finally get the hang of it.

Yeah, I think I'll stick with this engine for a long time, as long as it's still small, free and fast
In my opinion Unity is a decent engine and you can make pretty good games on it (heck, Cuphead was made in Unity).


People just hate it because popular Youtubers like Jim Sterling blame it for asset flips and crappy games.
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WeebOverlord: In my opinion Unity is a decent engine and you can make pretty good games on it (heck, Cuphead was made in Unity).
Agreed, but it is also the matter of period of time - Unity is well known and "old" engine, so its "achievements" weren't so hard to get. But, it does not always mean that could be the sign of "being the best and anything else is not worth to use". That's the main reason I asked my questions. ;)
Thank you for these links, I have checked it.

First link: I do not know all of them but some yes, I do, and judging by this - isn't this a compilation of software which allow to create the board game "inside" and "distribute together" with engine? If yes, this is not I'm looking for.

Second link: I'm using Adobe InDesign to put together "paper part of my project" and created my own templates with it already. :)
Kusumahendra, thank you very much for so long and detailed answer. :)

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kusumahendra: Then I stumbled on Godot. Godot was on version 2.4x. (...) Kinda disappointed with 3D in Godot I tried it's 2D capability by making a platformer game. To my surprise the 2D part was solid rock. (...) I was very impressed.

And then news comes that Godot 3.0 will come with a new PBR based renderer and it attracted a lot of eyes. (...)

I am using Godot now and it is fun to make games using it.
A have a few additional questions if you do not mind.

Was transition from 2.x to 3.x painful? I've heard that new Unity versions sometimes break old Unity projects and that's the thing I'm afraid the most in such "closed engines" - to retype all old parts of code if new version of such engine is released.

What's PBR?

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kusumahendra: The downside is the engine is just recently gained recognition so tutorial is not many. Important bits are scattered everywhere and get the grip of the engine can take some time. I've been using it to make my games for about 1 year and I finally get the hang of it.
Do you have any list of this "scattered information"?
Post edited October 07, 2018 by Lexor
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Lexor: A have a few additional questions if you do not mind.

Was transition from 2.x to 3.x painful? I've heard that new Unity versions sometimes break old Unity projects and that's the thing I'm afraid the most in such "closed engines" - to retype all old parts of code if new version of such engine is released.

What's PBR?

Do you have any list of this "scattered information"?
Sure, ask away :)

They do change some syntax in the coding, and change the class of some important objects so you pretty much have to recreate the game if you want to port from 2.x to 3.x (minus the art assets). But IMO both new class and syntax in 3.x are a lot better and easier to use, also a lot more consistent. So after getting used to scripting in 3.x people usually don't want to go back to 2.x

PBR is Physical Based Rendering, a rendering tech that's used for 3D. This rendering technique is pretty simple to use and can create great graphic. With PBR you can add a lot a lot of 'effect' over a 'material' to apply on surface and the effect will be added to the model. You can change object's reflection, diffusion, bump mapping, transparency, metallic look, scattering, glow / bloom etc, all done by tinkering in material alone. It's the rendering tech also used by Unreal Engine 4

Unfortunatelly no, I don't list the 'scattered information'. These scattered info are things like 'setting up 3D scene', 'setting up global illumination', how to properly use animated sprite etc. Somethings simple and basic those pro gamedev forgot that beginners don't already know about them. For example 'setting up global illumination' is just adding a 'GI PROBE' into the game and resize it so it covers everything and that's it, now you got a light that's reflected and scattered more naturally resulting in much better graphic than normal. But I don't know about it until stumbled upon on youtube tutorial video.

Aside from official Documentation and Tutorials, you can get tutorial / help about godot. Facebook (yeah, somehow godot facebook is popular and sometimes being used for QA), Discord, Reddit /r/godot and Youtube and sometimes gamedev websites created tutorial for godot. A lot if important bits are there in official site, but from time to time you will hit something you don't know and can't figure out from official doc alone and have to try find the answer from other source I mentioned above. I myself ask and reply a lot on reddit.

I can't post link due to my rep but if you want to see what people do with Godot you can look up video titled "Godot Engine Games Showcase March 2018" on youtube