And the amount of modifications I've made and still need to make effectively makes it my own engine. If you are not familiar with creating such systems yourself, then I would absolutely not suggest this be your first project. And even its asset system can be pretty basic when it gets complex. Nor does it have a complex serialization/game state system to handle open worlds. Godot does not have a terrain paging system by default. But you need to implement it yourself if it's not already there. That is to say that the engine doesn't have a lot done for you. Even the "editor" is actually just a game. It's actually a library of construction components. Godot it's self is not even an engine in the same sense of Unreal or Unity. Godot's beauty is largely in its simplicity and how easily moddable it is. (That video is 2 years old and the engine has evolved quite a bit since then, actually.)Īny tool can do what you want. Here is a great review of it that gives a good idea of how it works. Bonus, js is the language we use to build and manipulate websites so the stuff you learn can be applied to making websites or maybe even a web dev job someday. Start there and make a few games and then either stick with it or consider branching out to godot, unity, or unreal now that you'll understand the basics of programming. The creator of the engine is usually in the server too. It also has a great discord server full of people willing to help you if you get stuck on something. The engine comes with a good handful of sample projects including a dungeon crawler game and has around 10 packs of free assets it can download and add to your project that are all free to use. JS is a pretty forgiving language with tons of documentation and tutorials out there as a language to get your feet wet. It is a nice little 2d javaScript game engine that lets you deploy to the web and games can be embedded on itch.io pages easily. I'm going to throw ct.js out as a suggestion. Float precision and stuff, + it'll be overwhelming to work with. Like, think about 2km x 2km is max you can do, if you employ some procedural placement. It is bound to come in handy.Įdit2: Whatever you do, please don't try to make too much terrain. Then you weight-paint a whole surface to one bone.Įdit: If you don't understand any of the above (yet), save this and come back later. It means, moving parts like limbs or head should be all their own parts (like minecraft has a block for head, a block for torso, and blocks for limbs). That's why, if you're going to make that yourself and not download some cc0 free models, make it minecraft-like. then some vertex painting and you can call it a day. It's not that you can't model it, some learning and you can. Depends on what you want.Ĭharacters – don't try to model a character in Blender. Mind you, you'll have to find some free tree models and grass textures in the web.įor water there are some plugins/tricks/tutorials too. Then there's a Scatter plugin by HungryProton. It can generate some automatically, plus has an editor, plus some more advanced stuff. That's for terrain for starters - it's enough. There's a hTerrain plugin by Zylann for Godot. So saying that an engine is not capable of rendering an open world because of tools is a fallacy. These do not have the flexibility of Unity's instancing but it is far from not having any GPU instancing. Godot does "instancing" with MultiMeshes. Yes you can use World Streamer in Unity but this doesn't mean you cannot stream data in Godot. Most people use meshes for that, which is trivial to do if you know how. Also, if you are developing in Unity professionally you would most probably avoid the terrain tool due to its costly LOD. Terrain tools are not useful if you decide to get your tiles/LODs from an artist.Companies with a budget of hundreds of millions have made games with those. Most of what you are saying though focuses on tools and is the same for any custom engine also. The argument could be that an old API like OpenGL for Godot 3 cannot effectively use modern graphics cards and I would completely agree with you. Well, available tools do not correlate with engine capabilities.
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