::/_graphics/labs/godot/godot-quick-tips.pngFREE AND CLEAR
FREE AND CLEAR
Godot is free and open source. That makes the developement more stable.
Established features are there to stay. New features can be added.
This is now an advantage for publishing deals. It's good to know upfront
what your software will cost. Games are released over a longer time period.
FREE AND CLEAR
FREE AND CLEAR
Godot is free and open source. That makes the developement more stable.
Established features are there to stay. New features can be added.
This is now an advantage for publishing deals. It's good to know upfront
what your software will cost. Games are released over a longer time period.
::/_graphics/labs/godot/godot-quick-tips.pngUNIFIED WORKFLOW
UNIFIED WORKFLOW
Unity struggles with a lot of weird decisions from the past:
Renderpipelines, input systems, ui framework, networking solution, game objects/ECS etc.
Some not maintained, some not ready, some broken, some already deprecated.
It's very refreshing that Godot takes this part more serious and does a good job in unifying the workflow.
UNIFIED WORKFLOW
UNIFIED WORKFLOW
Unity struggles with a lot of weird decisions from the past:
Renderpipelines, input systems, ui framework, networking solution, game objects/ECS etc.
Some not maintained, some not ready, some broken, some already deprecated.
It's very refreshing that Godot takes this part more serious and does a good job in unifying the workflow.
::/_graphics/labs/godot/godot-quick-tips.pngStandard Shader Material
Standard Shader Material
More options to play with, eliminates most of the shaders that I had to write.
But now I can mix all standard features. Very good! Some examples:
Transparency: Alpha Hash and Alpha Depth Prepass.
Shading: Mix per unshaded/pixel/vertex with different diffuse and specular modes.
Roughness: No hussle with smoothness any more, finally.
Billboard: No more island solutions.
Grow: Extend mesh by normals.
Standard Shader Material
Standard Shader Material
More options to play with, eliminates most of the shaders that I had to write.
But now I can mix all standard features. Very good! Some examples:
Transparency: Alpha Hash and Alpha Depth Prepass.
Shading: Mix per unshaded/pixel/vertex with different diffuse and specular modes.
Roughness: No hussle with smoothness any more, finally.
Billboard: No more island solutions.
Grow: Extend mesh by normals.
::/_graphics/labs/godot/godot-quick-tips.pngINPUT SYSTEM
INPUT SYSTEM
Lighter, logical, unified with half axes and buttons to mix different controls.
Very easy to setup, no classes need to be generated.
INPUT SYSTEM
INPUT SYSTEM
Lighter, logical, unified with half axes and buttons to mix different controls.
Very easy to setup, no classes need to be generated.
::/_graphics/labs/godot/godot-quick-tips.pngGLTF Workflow
GLTF Workflow
Just export from Blender and it works. Without 3rd parties, LOD included automatically.
For me, that's huge.
GLTF Workflow
GLTF Workflow
Just export from Blender and it works. Without 3rd parties, LOD included automatically.
For me, that's huge.
::/_graphics/labs/godot/godot-quick-tips.pngMultiple Languages Integration
Multiple Languages Integration
GDScript or C#? Or do you need some C++ or Rust?
The freedom is just nice.
Multiple Languages Integration
Multiple Languages Integration
GDScript or C#? Or do you need some C++ or Rust?
The freedom is just nice.
TO FROM UNITY TO GODOT OVERVIEW
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