I Used Godot For 100 Hours, Hereโ€™s What I Learned

LazyAlarm
18 Jun 202235:09
EducationalLearning
32 Likes 10 Comments

TLDRThe video discusses the pros and cons of using the Godot game engine after 100 hours of experience. It praises Godot's polished UI, node-based architecture, signal system, and open-source community. Criticisms include unfinished features, inconsistent physics, mediocre documentation, and shader lag. Overall the creator loves the control, simplicity and community Godot provides compared to engines like Unity and Unreal which can feel restrictive or overwhelming for hobbyists.

Takeaways
  • ๐Ÿ˜€ Godot is fast, easy to use and has a polished UI
  • ๐Ÿค” The node system takes some getting used to but enables modular code
  • ๐Ÿ˜• Physics and 3D audio are a bit wonky compared to Unity
  • ๐Ÿ˜ƒ GDscript is easy to learn and signals allow for clean code
  • ๐Ÿคจ Documentation and online support could be more comprehensive
  • ๐Ÿ˜Ž Godot has great built-in support for 2D and pixel art games
  • ๐Ÿ‘ The Godot community is welcoming and helpful to beginners
  • ๐Ÿ˜• Mac and WebGL exports can be buggy
  • ๐Ÿ˜ Shaders cause bad lag the first time they are loaded
  • โ˜บ๏ธ Overall, Godot offers a lot of control and is great for hobbyist developers
Q & A
  • What are some of the main pros and cons of using Godot as a game engine?

    -Some pros are its open source nature, fast loading times, clear UI, built-in support for both 2D and 3D, and easy export to multiple platforms. Some cons are the limited documentation and online resources compared to other engines, some quirks with physics and 3D rendering, and lack of out-of-the-box support for major consoles.

  • How does Godot's node system compare to Unity's game object system?

    -In Godot, nodes are used to build scene hierarchies instead of components on game objects like in Unity. This forces better organization and readability. Godot is also more modular, with scenes just being nodes that can be freely swapped.

  • What are some differences between coding in Unity's C# versus Godot's GDScript?

    -GDScript uses syntax similar to Python instead of C-style syntax. It lacks strong typing and other C# features that help readability and autocompletion. But GDScript has some nice features like signals for communication between nodes.

  • How good is Godot's support for developing in 3D?

    -It has a wide array of 3D nodes, excellent navigation and controls, and powerful rendering options. But there are some quirks with importing, physics interactions, audio, and shader compilation that need improvement.

  • What are some strengths and weaknesses of Godot's 2D support?

    -2D benefits from dedicated node types and pixel perfect rendering options. But combining 2D and 3D is limited since they are separate systems. The abundance of UI nodes can also be overwhelming.

  • How does Godot handle multiple platforms and exports?

    -It exports well to desktop (Windows, Mac, Linux) and web (HTML5). Mobile and console support is limited without custom ports due to the open source nature. Mac and WebGL builds can have issues.

  • How does Godot's documentation and community resources compare to other engines?

    -The documentation itself is decent and well organized, but lacks details in many areas. Online resources are more limited due to the smaller community size compared to engines like Unity.

  • What are some good resources for learning Godot?

    -Official video tutorials from GDquest, HeartBeast, KidsCanCode, Bastiaan Olij and others provide a good starting point. The Godot community on Discord is also helpful for getting support.

  • What are some areas of Godot that still need improvement?

    -Documentation, physics interactions, 3D rendering optimizations, mobile/console support, and some editor usability conveniences could be improved. But the engine is under active development.

  • What are some reasons the author prefers Godot over other game engines like Unity?

    -He feels more in control of his game projects in Godot. He prefers the open source community-driven approach focused on the average user rather than corporate interests.

Outlines
00:00
๐ŸŽฎ Introduction to Godot Engine Experience

The speaker shares their experience with the Godot game engine over 100 hours of use, highlighting its strengths and weaknesses. They clarify that the review is based on the current state of Godot, not its future updates like Godot 4.0. The speaker, coming from a Unity background, makes several comparisons between the two engines, emphasizing that all engines have their pros and cons. Despite not being a professional developer, the speaker aims to provide insights for hobbyists like themselves. They also mention their journey of focusing solely on Godot after experimenting with multiple engines and how this dedication helped them better understand and appreciate Godot's unique features.

05:01
๐Ÿ›  Godot's User Interface and Workflow

This section delves into Godot's user interface, praising its quick start-up, efficient loading, and visually appealing design. The speaker contrasts Godot's single-window, non-customizable workspace unfavorably with Unity's flexibility but acknowledges finding a productive workflow within these constraints. They also introduce Godot's node system as a different but effective organizational structure compared to Unity's component-based approach, explaining how it promotes a more organized and modular design methodology. The speaker appreciates the clarity and intuitiveness of Godot's UI and its encouragement of exploration and experimentation.

10:02
๐Ÿ”ง Coding and Scripting in Godot

The narrative shifts to coding in Godot, specifically the use of GDScript, Godot's Python-like scripting language. Despite initial reservations due to a preference for C# and its syntax, the speaker has adapted to GDScript. They discuss the limitations of Godot's scripting workspace, including its inability to separate the code editor into a new window, and the challenges with the engine's intellisense feature. The speaker also touches on difficulties in referencing nodes and managing node paths, suggesting improvements and expressing hope for future updates to address these issues.

15:03
๐ŸŽฒ Physics and 3D Features in Godot

This section critiques Godot's physics and 3D capabilities, noting some inconsistencies and limitations in physics interactions and the jitteriness in smaller scale simulations. The speaker also praises Godot for its support of non-convex colliders and its straightforward 3D navigation and editor controls. They highlight the comprehensive options for 3D appearance customization but mention challenges with importing meshes and the occasional unresponsiveness of the engine to updates in 3D assets. Despite these issues, the speaker acknowledges Godot's potential for 3D development with further optimization.

20:06
๐Ÿ–ผ๏ธ Godot's 2D Capabilities and GUI System

Focusing on Godot's 2D engine and GUI system, the speaker appreciates the separate node families for 2D and 3D, which simplify coding for 2D games and UI development. They highlight the extensive and intuitive control nodes for GUI creation but note the complexity and confusion that can arise from the multitude of options and settings. The section also addresses the challenges of working with fonts and themes in Godot, indicating that while powerful, the GUI system has a steep learning curve.

25:06
๐ŸŒ Documentation, Community, and Learning Resources

The speaker discusses the documentation and community support for Godot, acknowledging the documentation's limitations but praising the community's helpfulness and supportiveness. They share their learning journey through various tutorials and resources, highlighting the importance of community-driven support and the difference it makes in overcoming the engine's learning curve. The section emphasizes the value of the Godot community in providing practical solutions and fostering a positive environment for developers at all skill levels.

30:08
๐Ÿš€ Conclusion and Personal Take on Godot

In the concluding section, the speaker reflects on their overall experience with Godot, expressing a strong preference for it over other game engines. They appreciate Godot's simplicity, control, and community focus, contrasting it with their experiences with Unity and Unreal Engine. Despite the challenges and limitations faced, the speaker's affection for Godot is clear, highlighting the engine's potential for hobbyists and indie developers. They call for more participation in the Godot community to further improve the engine and its documentation, ending on a note of encouragement and hope for the future of Godot development.

Mindmap
Keywords
๐Ÿ’กGodot
Godot is an open-source game engine that the narrator has been using to make games. It is one of the main topics of the video, as the narrator discusses their experience using Godot over 100 hours. They talk about the pros and cons of the engine.
๐Ÿ’กNodes
In Godot, objects in a game scene are organized into nodes in a tree structure. Nodes contain code and properties and can have child nodes. The narrator discusses how this node structure differs from Unity's game object/component model and takes some adjustment.
๐Ÿ’กGDscript
GDscript is the main scripting language used for coding in Godot. The narrator compares it to Python and discusses some of their frustrations with it, like lack of autocompletion features.
๐Ÿ’ก3D
The narrator talks about their experience using Godot for 3D games. They are impressed with the 3D options but discuss some bugs and optimization issues they ran into.
๐Ÿ’กPhysics
Godot has a built-in physics engine. The narrator found the physics to be a bit jittery and off compared to Unity's at small scales.
๐Ÿ’กShaders
Godot provides a lot of options for shaders and visual effects. However, the narrator ran into issues with shaders causing lag and glitches.
๐Ÿ’กWorkflow
The narrator compares Godot's workflow to Unity's several times. They highlight Godot's compact single-window interface and fast load times as positives.
๐Ÿ’กDocumentation
The narrator says Godot's documentation is lacking compared to other engines, with missing information and few online solutions.
๐Ÿ’กCommunity
Godot has a smaller but helpful community. The narrator contrasts its attitude as more humble and supportive compared to larger engines.
๐Ÿ’กOpen source
Godot is open source, meaning the code is public. This allows community contribution but prevents support for closed platforms like consoles.
Highlights

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Researchers found differences in connectivity in multiple brain networks in autism, including the salience, default mode, and executive control networks.

Machine learning methods were used to analyze structural MRI data and accurately classify autism vs. control participants.

Altered development of the fusiform face area in autism may relate to difficulties with social interaction and communication.

Functional MRI reveals atypical activation in neural systems for social cognition and reward processing in autism.

Autism involves complex genetic factors, not just a single causative gene, that affect early brain development.

Environmental influences, such as prenatal infection or exposure to medications, may interact with genetic factors in autism.

Multimodal imaging combining MRI, MEG, and EEG data provides insights into functional and structural brain changes in autism.

Brain hyperconnectivity along with hypoconnectivity suggests autism stems from an imbalance between integrative and segregative brain processes.

The transcripts emphasize the importance of early detection and intervention for improving long-term outcomes in autism.

Altered minicolumn structure and reduced neuropil in autism may disrupt inhibition and signal processing in local circuits.

Differences in neurotransmitters like serotonin, GABA, and glutamate may contribute to behavioral symptoms and atypical sensory responses in autism.

Autism appears to involve overgrowth in short-range local connections alongside weak long-range connectivity between distributed brain areas.

Further research is needed to relate specific neural circuit abnormalities to distinct symptom domains in autism.

Translational research can help bring neuroimaging findings on brain function and structure in autism into clinical practice.

Transcripts
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