• ☂️-@lemmy.ml
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      1 month ago

      damn, they really did fuck all of their goodwill up with the licensing bullshit didn’t they?

      i’m just glad developers finally chose a foss engine.

      • Flatfire@lemmy.ca
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        1 month ago

        It helps that it’s also a good engine. Unity dominated not just due to familiarity, but because for a long time it was just plain accessible and feature rich.

        Godot and Blender are two applications that have been on a very long journey to build not just advanced features but also something that’s intuitive to use. The advancements in UX are the single strongest thing there is in replacing long-standing creative tools.

        • ☂️-@lemmy.ml
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          1 month ago

          aye. the gimp people are in dear need of some lessons on that!

          (plus the manpower to actually do it)

          • M137@lemmy.today
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            1 month ago

            The recent redesign made a big jump for that. It went from and ugly and user hostile experience to something that actually feels ok after some learning. It definitely has a ways to go but it’s so much better than before.

  • vogi@piefed.social
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    1 month ago

    I hate to call it too early and jinx it but I think at this point its safe to say we got a Blender moment about to happen in Game Engines. I know these are all indie games. But the momentum is astonishing and with Battlefield using Godot as their Level Editor and more recognition on the professional level there is no sign of stopping it.

    Whats next on the chopping block? Wouldn’t mind it to be Photoshop, but I guess for that, GIMP would really need a grounds up redesign, UI and UX wise.

    • heavyboots@lemmy.ml
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      1 month ago

      Man, I love the idea of an open-source Creative Cloud, but every time I launch GIMP I run screaming in the other direction. Affinity is my middle-ground for the moment.

      • vogi@piefed.social
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        1 month ago

        Yea, I honestly don’t know if it makes sense to keep the codebase or just rewrite everything. Photopea seemed to have created a really good alternative in the fraction of the time. Sadly (or maybe because of?!) on the wrong Platform (Web).

        Maybe its salvagable. I honestly don’t know what I am talking about, but considering the speed it currently is being worked on I feel like it can’t be in the best state???

        Affinity is great but I’m still on the GIMP as it does well enough for most stupid meme edits.

    • mswallow@lemmy.world
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      1 month ago

      In a GodotCon2025 talk from someone from the GodotFoundation going into the numbers they said the engine is growing 40%-60% each year at the moment and will be as big as Unity in 2028/2029. Really mind-blowing to think this probably largely is due to Unity’s self-inflicted enshittyfication.

      So I think it’s safe to say Godot is really here to stay. I also feel like they’re really well aligned internally to do just that. In that talk they also talked about how apparently Unity’s budget barely covers just keeping up the status quo. So they aren’t improving and delivering many new featuring anymore.

      • vogi@piefed.social
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        1 month ago

        Oh, wow I did not saw that its really impressive that would have made some investors really happy :)

        Really like that the core maintainers are very much behind the idea of FOSS and are embracing letting people alter the code and do whatever they feel like with it. They even link to this lemmy comm on their community page: https://godotengine.org/community/ which is cool to see.

        And the licence is open enough so that forking it is not problematic https://www.redotengine.org/ Dont think this i ever needed in a big way but makes the decision on what engine to learn ever so much easier knowing that Godot will stay for quite a while.

    • tabular@lemmy.world
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      1 month ago

      Blender moment

      Did Maya do a Unity or it it even still a thing? (Or something else that’s also proprietary 🤢)

      • ChilledPeppers@lemmy.dbzer0.com
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        1 month ago

        I dunno, but there are plenty of other proprietary options, many of which are the actual “industry standard”. However, because it is free, blender is the default option for non pros, and some pros are adopting it too.

    • Eldritch@piefed.world
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      1 month ago

      There are other tools besides the Gimp. Have you tried krita? It’s a little more pen* and tablet oriented. But a solid program in its own right. And despite being part of the KDE platform if I’m not mistaken. They have excellent Windows and Mac versions as well

      • FizzyOrange@programming.dev
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        1 month ago

        Yeah Krita is far better than GIMP in my experience, and it doesn’t have a godawful name.

        The only downside I’ve found is it is really quite heavy. Probably the slowest program to start that I use. Pretty annoying when you just want to crop an image or whatever.

        Also for some reason the clone brush is not enabled by default. I had to Google how to get it, which is not a good sign!

      • teolan@lemmy.world
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        1 month ago

        GIMP had the migration to GTK 3.0 (which is already outdated and replaced by 4.0) recently. It modernised a lot of things but didn’t change the UX fundamentally.

    • Flatfire@lemmy.ca
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      1 month ago

      This was apparently based on fields filled out during game submission. “Other” was just a selectable option among common engines, so there’s no specific data to look through. I imagine it might be hard to parse every text response that might type the name of the engine used ever so slightly, but it would be nice data to have.

    • FizzyOrange@programming.dev
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      1 month ago

      Nonsense. I am an open source fan, but I also call it like it is. There are plenty of domains where closed source is still state of the art and open source options are at best inferior, sometimes laughably so. For example

      • CAD/CAM
      • Hardware design: simulation, formal verification, etc.
      • Video editing (Blender’s video sequence editor is so close to being good, but still has basic bugs unfortunately - hopefully in a few years I can take this off the list)
      • Audio production, like Fruity Loops.
      • Office software. Sorry but OpenOffice is still not a patch on MS Office. Last time I tried to use it for a presentation it literally reordered my bullet points. Absolutely bizarre bug.

      And there’s a whole host of highly domain specific software that open source will never replace because it’s too niche, e.g. Simulink. I once worked on commercial software that solved for elastic wave modes in pipes. Good luck finding open source software to do that.

      • Axolotl@feddit.it
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        1 month ago

        OpenOffice is dead since Apache owns it, you should look in to OnlyOffice or LibreOffice instead

          • Axolotl@feddit.it
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            1 month ago

            LibreOffice is just a fork of OpenOffice

            Yeah, but it has been forked in 2010 and Open Office final release was in 2011, there are like 15 years of updates

            • FizzyOrange@programming.dev
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              1 month ago

              Ah fair enough. I assumed they kept up with each other. Anyway the point stands - LibreOffice is nowhere near MS Office, or even Google Docs really.

              • Axolotl@feddit.it
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                1 month ago

                I never had any problems tbh, were you on the latest release? It could also have been a one time bug duh

                Also, i suggest OnlyOffice it has a nice UI and does some things differently IIRC

                • FizzyOrange@programming.dev
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                  1 month ago

                  A fairly recent version IIRC. May have been a one time bug but it was a pretty hilariously bad one. At the very least it shows poor quality control.

  • Alaknár@sopuli.xyz
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    1 month ago

    For someone who’s never done any programming in their lives, but knows a bit about PowerShell and Bash/Command Line scripting - how difficult is Godot to get into, just for some unserious playing around?

    • ericwdhs@discuss.online
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      I’ve not actually used Godot, but I’ve been following it for a while, and I think you should give it a go, especially for just “unserious playing around.” It’s widely regarded as beginner-friendly (as far as gamedev tools go), and yeah, while some people absolutely do not have the analytical mind you really should have for working with anything involving programming, you being in a position to do any scripting at all sounds like you’re at least most of the way there.

      • AdrianTheFrog@lemmy.world
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        1 month ago

        As someone who came into godot with programming knowledge, the whole signals thing was probably what took the longest to get used to, but now that I understand it it seems very simple. For code, the godot documentation is both accessible on the web and built into the engine, and it’s generally very thorough.

        Here’s an intro guide to programming in godot that I wrote a little while ago:

        expand
        # If you don’t know how to do something, google it!
        
        # to write a comment, type a hashtag
        
        # lines are executed in sequence
        
        # words typed are variables, and can be assigned by typing "var" and then its name
        
        # GDScript uses the word "var", but leave out "var" in python
        
        var x = 1
        
        var number = 5
        
        # display the value a variable holds
        
        print(number)
        
        # you can do math, with +,-,*,/,% (modulus), ** (exponentiation), sqrt(), etc
        
        print(number / 2)
        
        # variables can be reassigned, by setting them equal to something else
        
        # variables that store numbers can be used as a number
        
        number = 2 / x
        
        number = number - 4
        
        # operations such as the one directly above can be simplified:
        
        number -= 4 #this does the same thing
        
        # variables can also hold:
        
        # true/false (aka Booleans)
        
        var thing = false
        
        # words, etc (aka Strings), surround in quotes
        
        thing = "Hi, I'm Adrian"
        
        # lists of other data types
        
        thing = [number, False, "Hi, I'm Adrian", 52.67]
        
        # access elements of a list by using []
        
        # the first element in a list is element 0
        
        print(thing[1]) # will print False
        
        # you can reassign list elements
        
        thing[1] = True
        
        print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67]
        
        # you can add elements onto lists with __.append(), remove with __.pop()
        
        thing.append(3.4)
        
        print(thing) # will print [-6, true, "Hi, I'm Adrian", 52.67, 3.4]
        
        thing.pop(2)
        
        print(thing) # will print [-6, true, 52.67, 3.4]
        
        # similarly to how we can do math, we can also evaluate logic (conditionals)
        
        # 'and' will return true only if both inputs are true
        
        # 'or' will return true if either or both inputs are true
        
        var bool1 = false
        
        # remember, thing[2] is now 52.67
        
        # here, thing[2] < 4 is false and bool1 is false
        
        print(thing[2] < 4 or bool1) # will print false as both sides are false
        
        # to compare any data types, you can use == (equal to), != (not equal to)
        
        # to compare numbers, you can use <, >, <= (less than or equal to), >=
        
        # you can also use the words 'or', 'not', 'and'
        
        print(thing[2] != 3 and not bool1) # will print true
        
        # 'If' statements will run code inside of them if they receive the value true
        
        # lines of code inside of the if statement will be indented one level
        
        # you can use the words if, else, elif (else if)
        
        # you can use conditionals here:
        
        if true: 
        
            print("is true")
        
        #will print "is true"
        
        if thing[2] == 2: 
        
            print(thing)
        
            print("as thing[2] == 2, we will not evaluate the rest of the if statement")
        
        elif bool1: # is equivalent to writing "elif bool1 == True"
        
            print("bool1 is true")
        
        else:
        
            print("bool1 is not true")
        
        #will print "bool1 is not true"
        
        # Loops operate over ranges and lists (aka iterables)
        
        # ranges work with the format range(stop), range(start,stop), or range(start,stop,step)
        
        # ranges start at 0 and step by 1 by default
        
        for i in range(1,11): 
        
            print(i)
        
        # will print 1,2,3,4,5,6,7,8,9,10 (stops before 'stop' number)
        
        # lists are also 'iterables'
        
        for i in [1,5,2]: 
        
            print(i * 2)
        
        # will print 2,10,4
        
        # inside of the for loop, we can access this new variable I have called 'item'
        
        for item in thing: 
        
            print(item)
        
        # will print -6, true, 52.67, 3.4
        
        # functions allow you to simplify code and remove re-used elements
        
        # you can put multiple things inside of the function's parenthesis,
        
        # which can be used as variables by code inside of your function
        
        # use "func" in GDScript, and "def" in Python
        
        func repeated_sqrt(value, times):
        
            for i in range(times): #will start at 0 and go up to times - 1
        
                value = sqrt(value)
        
            return value
        
        # return will immediately exit out of the function,
        
        # and give this value to wherever the function was called
        
        # this function can be used as below:
        
        print(repeated_sqrt(5.2,3)) # will print sqrt(sqrt(sqrt(5.2)))
        
        var number1 = 1
        
        print(repeated_sqrt(thing[2],number1)) # will print sqrt(52.67)
        
        number += repeated_sqrt(thing[2],2) + 1
        
        # will increase number by sqrt(sqrt(52.67)) + 1
        
        # function returns don't need to be used
        
        func printvalue(value):
        
            print(value)
        
            return "hello"
        
        printvalue(2) #will print 2
        
        print(printvalue(3)) #will print 3,hello
        
        
    • MonkeMischief@lemmy.today
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      1 month ago

      GDQuest has this awesome little intro course / program they coded in Godot itself which is pretty rad.

      https://gdquest.itch.io/learn-godot-gdscript

      (Fun trivia: the Godot editor itself…is a Godot program. 🤯)

      Give it a shot and see what you think! :)

      Also of note: KidsCanCode and GameDev.tv are fantastic for beginners as well.

      I’m still quite the awkward newblet with coding, but I’ve been taking GDQuest’s “From Zero” courses and they’re awesome. They’ve had a huge hand in shaping the current engine documentation and stuff too.

      Hope that helps you get started a bit more confidently! :)

      • Derpgon@programming.dev
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        1 month ago

        I love when something is technically written in itself. Look at GCC (C compilator) - it is written in itself (although it was written in Assembly in the beginning). It just feels like a great feedback loop.

        • Malgas@beehaw.org
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          1 month ago

          That’s is actually pretty common for programming languages. You first write a minimal compiler in some other language that only implements the features necessary to compile the full version, written in its own language, then you use the full compiler to recompile itself.

  • psycotica0@lemmy.ca
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    1 month ago

    I love Godot, and this is great, but it’s also probably inflated a bit because game jams are a great time to try things. New code, short time frame, low commitment.

    That’s not to say that it doesn’t count, it totally does, and it’s not to say that it’s not great advertising, and some people were likely impressed and will start using it in their day jobs. But it isn’t necessarily representative of the industry, even the indie industry. For some people it will unfortunately have been a summer fling…

    But I bet in a few weeks there’ll be a ton of videos called like “I used this FREE engine and you wouldn’t believe what I thought!!!” 😛

  • Baguette@lemmy.blahaj.zone
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    1 month ago

    How good is godot at 3d now? Last I remember they were adding some new features to help with that end but I have been out of the loop for a hot minute

    • AdrianTheFrog@lemmy.world
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      1 month ago

      It’s pretty good as long as you’re not targeting high end visuals. Medium end is fine most of the time. With the Nvidia branch you can do high end with ray tracing, and people are currently working on getting more ray tracing features in the main engine.

      The ssao and ssgi is still kinda terrible but there’s a PR open right now to improve it

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    1 month ago

    I have an idea to make a purposely shitty 90s live action digitized FMV point and click adventure game with an ugly UI, poor aliasing, and cheesy dialogue. I know Unreal and Unity enough to do this; but maybe I should fuck around with Godot. I have only heard about it for 2D games, so this should be workable.

    • AdrianTheFrog@lemmy.world
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      1 month ago

      Godot 2d and 3d are both very polished, and 3d has a lot of support for retro stuff as well like vertex shading or nearest filtering for textures

  • Mangoholic@lemmy.ml
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    1 month ago

    I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.

    • ericwdhs@discuss.online
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      1 month ago

      Obviously I don’t know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that’s still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.

      • MonkeMischief@lemmy.today
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        1 month ago

        Maybe OP in this thread really does need that sweet Unreal graphics and VFX firepower. Indeed, a lot of people use Unreal just for rendering out 3D projects!

        But I can’t help but laugh at all these aspiring indies in my camp, who are learning, haven’t released anything, etc…clamoring about “But the GRAPHIC CAPABILITIES THO.”

        Like, are you and a few pals gonna release something to rival Naughty Dog or Treyarch or Rockstar’s very best work? 'Kay, MIGHT have a point.

        Otherwise, Godot is more than fine, and casual observers really really don’t give it enough credit for how well it handles 3D.

        • Mangoholic@lemmy.ml
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          1 month ago

          Its really not about the graphics, but the workflow and flexibility of the tools. Niagara is so well done compared to the Frankenstein approach you have to build godot vfx with.

          • MonkeMischief@lemmy.today
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            1 month ago

            Fair! I haven’t specifically dealt with VFX yet, but I have no problem taking your word for it.

            I was more trying to counter this weirdly persistent myth from bygone days that Godot’s 3D capabilities are somehow jank and underbaked, just because maybe in terms of raw, niche benchmarks, it isn’t a 1:1 rival to Unreal’s Nanite or something.

            It’s as if garage/bedroom-studio indies are worried they’ll invest effort into the engine and scripting language and make a great fantastic game except…!

            Their incredible AAAA (unoptimized) Blender artwork they made all by themselves won’t import or render properly so the whole thing will be a wash. Lol

            I’m sure workflow could always be improved, but indies should absolutely not be scared to use Godot for 3D projects. :p

    • kingthrillgore@lemmy.ml
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      1 month ago

      The lack of native FBX support is a serious setback, and it will never be as good as Unreal. I think the glTF pipeline will get better.