NEWS COMMUNITY STORE LABS GODOT FROM UNITY TO GODOT SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS GODOT FROM UNITY TO GODOT TOGGLE FULLSCREEN VOLLBILD AN/AUS image/svg+xml image/svg+xml image/svg+xml WHAT'S BETTER IN GODOT
Godot is not a clone and has a lot of features
image/svg+xml image/svg+xml Godot is not a clone and has a lot of features image/svg+xml



::/_graphics/labs/godot/godot-quick-tips.png image/svg+xml image/svg+xml image/svg+xml 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.
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.png image/svg+xml image/svg+xml image/svg+xml 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.
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.png image/svg+xml image/svg+xml image/svg+xml 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.
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.png image/svg+xml image/svg+xml image/svg+xml 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.
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.png image/svg+xml image/svg+xml image/svg+xml GLTF 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.png image/svg+xml image/svg+xml image/svg+xml Multiple 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.
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