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It's light. Compared to Unity which spends ages creating projects, compiling scripts, building, etc. Godot feels very snappy. Unity also generates about 350mb of placeholders every time you create a project, something I always held a grudge against because my drive isn't very big (500gb)
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It's open-source. Obviously a big reason for a lot of people, it feels good not to have to worry about any licenses or a business suit CEO saying devs are idiots
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It's more cohesive. It increasingly feels like you need a lot of extensions to get work done on Unity, and there are like 3 different systems to do one thing. In Godot everything feels more straightforward, and it's batteries-included so you have support for things like Tweens out of the box compared to Unity. Things are generally easier too like Autoloads compared to having to manually make singletons.
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I love signals. Probably the most subjective thing, but for me, I think signals are great and a way better alternative than blindly calling functions on another object. Other engines may have it but usually they don't work very well.
Godot
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
One of the biggest advantages Godot offered me was that there is "barely" any bullshit to get started. Download the engine, start it and you have everything ready to go. Included script editor, API documentation and no huge downloads or user accounts you have to create. And when you want to give your game someone else you can easily export and be done with it. It's that "batteries included" feel that I think is really powerful. And that is also why I chose it for my projects. I can get a simple idea for an android app running in half an our without fighting with android studio. I can deploy applications to windows, linux and web without the headaches that python deployment brings.