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[Godot]Finally realistic 3D games now can be made for free

Name: Anonymous 2020-06-30 12:32

https://www.reddit.com/r/programming/comments/hhfu60/godot_40_gets_sdf_based_realtime_global/
No more bullshit with commercial licenses and proprietary engines. Godot 4.0 has global illumination using SDF.

Name: Anonymous 2020-06-30 13:06

It's only free if you're time is worth nothing

Name: Anonymous 2020-06-30 13:20

>>2
Yeah, tell that to people implementing their own half-baked 3D engines that will reach feature parity with Godot in 1000 years.

Name: Anonymous 2020-06-30 13:21

Looks like garbage. Unreal and Unity are free if you don't make any money, and profit share is you do. And believe me, you are far more likely to make any money with Unreal than with some crappy student project of an engine.

Then again, video games are more about gameplay and art, than about engines. And photo realistic graphics requires expensive and well trained artists, whose skills are far better employed in a professional engine, like Unreal.

Name: Anonymous 2020-06-30 13:29

>>3
People don't checklist engine features when they buy games

Name: Anonymous 2020-06-30 16:07

>>5
Totally missing the point: there are many people including on this very site that believe doing it themselves 100%(game engine, game,art) is the only true way to write games(and not a time-wasting delusion that can be x100 shorter).

Name: Anonymous 2020-06-30 18:23

>>5
People don't buy games, they microtransact them.

Name: Anonymous 2020-07-01 2:50

>plebbit

Name: Anonymous 2020-07-01 7:56

Name: Anonymous 2020-07-01 8:02

>>7
This is kinda true. It's a good business model. But it only really works with multiplayer games.

Name: Anonymous 2020-07-01 9:04

>>9
But most indie devs are not "temporary embarassed studio managers", they can't afford to waste years for reinventing wheels..

Name: Anonymous 2020-07-01 10:25

>>11
https://steam250.com/tag/indie

Fine 1/2 in the top 10.

Notice the top 4 are custom.
Notice 8 and 9 are free and could've been made in Powerpoint.

Name: Anonymous 2020-07-01 10:28

The time = money argument still stands. If you're blocked you want to pay support so it gets resolved quickly. If you've an inhouse engine that's not a problem.

Name: Anonymous 2020-07-01 10:35

Indie devs is a nebulous term anyway. Do I stop being a Indie dev after I've got my life together?

Name: Anonymous 2020-07-01 12:11

Ultimate argument:
How much would it take to make this from scratch?
https://www.youtube.com/watch?v=p8MzsDBI5EI

Name: Anonymous 2020-07-01 14:19

>>15
Not much. Half a day for a prototype.

Do realize this is a dishonest video. He planned and thought this out beforehand. He also skipped the setup.

The channel leaves a bad taste in my mouth. It's great that people are having fun and making things but this guy very much feels like a guru. Just like the ``get rich quick'' gurus he's not a pro himself but still teaches newbs. His videos are half knowledge wrapped in a pretty coat.

Ultimate rebuttal: https://www.youtube.com/watch?v=eNZzLYncgWg

Name: Anonymous 2020-07-01 14:23

>>15
He heven't made the game in 10 minutes, he has input a pre-made game in 10 minutes. He haven't even design the game, just took existing one, and a very simple for that matter, which happens to rely on the existing Unity primitives, like the collision.

Real game design is an iterative process. First you get an idea. Then implement that idea in a prototype. Play test it. If it is unfun, then scrap the idea or try to modify it to make it fun, after analyzing why it is unfun in the first place.

Don't change these.
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