this post was submitted on 06 Sep 2024
297 points (99.0% liked)

Godot

5840 readers
1 users here now

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

Rules

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

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] bbuez@lemmy.world 18 points 1 month ago* (last edited 1 month ago) (1 children)

I'm building something heavily reliant on the physics engine. Unity you need to be an enterprise member for the ability to override methods related to physics. Easy choice

[–] TheFinn@discuss.tchncs.de 12 points 1 month ago* (last edited 1 month ago) (1 children)

Is that why so many unity games have the same feel? I've started looking into the game engine that's used and avoiding unity games.

[–] bbuez@lemmy.world 3 points 1 month ago

I can't say thats why, regardless of engine you're trying to solve basically the same problems, more likely which example project is used as a starter, which I'm sure very much the same can happen regardless of game engine.

With the FOSS spirit however Im sure more contributors will make plenty of viable starter asset packs for inexperienced users and diversify the "feel"

But I can say being able to actually interact with the phys engine is practically what's enabling my project, so I would imagine that also has a part in the feel of games