@DiegoBM said:
Hi everyone, I'm trying to make a call on which Engine should I invest from now on, and so far Godot seemed to be the best choice in terms of freedom, general vision, projection and community but:
I mean absolutely no disrespect since I reckon that the work conducted with Godot is amazing in general, but I've spent the last month running through the documentations and the base 3D demos for most engines (in my case Unreal, Xenko, Armory and Godot, I refuse to use Unity) and for some reason, Unreal, Xenko and Armory base demos have a pretty similar look (and smoothness) that just feels good, but for Godot the basic examples as well as setting up a basic demo just feels off in terms of visual fidelity compared to the aforementioned engines. So I just wanted to know why could this be?
Well, one thing to remember is that the majority of the demo projects included with Godot were originally made with Godot 2.0 and just updated to work with Godot 3.0. Because of this, many of the demos do not use a PBR workflow and therefore do not benefit too much from Godot’s new 3D render.
Could it be because of Godot's default tone map? (I know that this can be changed, maybe to filmic?). Is it because Godot is not implementing some sort of advanced 3D technique that those 3 are implementing? Is it because of the shadow's implementation (they look like made of stripes in the the FPS tutorial and most demos)? Is it because of the assets that those engines provide with their demos? (I would discard this one since in general they are quite flat and dull). I just cannot pinpoint this really noticeable difference in visual fidelity for the base demos and it's a little bit off-putting when you are in that step of choosing a 3D engine.
Good question. Obviously engines like Unreal engine and Unity have much bigger development teams and funding, and so they generally look better by default because the teams working on them have more resources, time, and money to put into making it look good.
For Armory and Xenko, it is hard to say. One big thing I think Godot is missing is soft shadow support. Currently all shadows in Godot have the same kinda look and while you can customize how much blur is applied in the project settings, it doesn’t really give that polished, soft shadow look (in my opinion).
As you mentioned, tone mapping could be a contributing factor as well. The default Godot tone mapping is a little washed out for most projects, so generally you have to tweak the tone map and make some additional adjustments to things like contrast and saturation to get a look that works with each individual project. Granted, it depends on the visual style you are going for.
Another thing that could be contributing is simply because of how new Godot’s new 3D rendering engine is. Nodes like the GI-Probe and WorldEnviroment really can make a game look great, but I do not think that too many people, myself included, know how to really use them to their full effect just yet.
Though to be honest, I think it is really depends on the assets, textures used, and how much post processing is applied. I have found that one of the biggest things that contributes to better looking visuals is picking a style and making game assets to fix that style as best you can.
Also, I've been struggling to obtain solid knowledge on how to do 3D with Godot. I've gone the extra mile on researching and I've read and seen plenty of tutorials. I've seen Jayanam's, Jeremy Bullock's tutorials (both are great), Bastian Olij's, as well as the official documentation for FPS (which I felt was giving too much knowledge for granted) among many many others, but somehow I don't have the feeling that I'd know how to go on from there.
On a total aside, I wrote the FPS tutorial on the Godot documentation.
It was one of my first publically released tutorials, hence some of the issues. Since then I’ve learned quite a bit more about tutorial writing, and one day I’ll probably rewrite/remaster the entire FPS tutorial again.
I reckon that I'm missing something like a presentation to all the nodes provided and their potential application in games (why were they all created? I presume each one of them was trying to solve one or more problems) as well as other types of utilities like those for obtaining the camera basis which seems to be essential to most games an yet it seems to be missed from a key part of the documentation that provides it with such importance.
Which nodes are you confused about? I am just curious because personally I have found that many of the nodes are more or less standard across game engines, with a few exceptions.
As for obtaining the camera basis, it is a little hidden and hard to find. You can access the basis of a Spatial
based node by getting its Transform
class. It is a bit confusing to be honest, and I only happened to stumble across it one day when I was looking through the documentation.
Though recently-ish someone made a page on the documentation explaining how matrices and transforms work in the Godot documentation. I have not gone through the entire page myself, but maybe it will help?
I guess that in general I'm missing more core level tutorials on how to do 3D in godot? But maybe I'm also missing really relevant sources. I reckon that GDQuest is about to release some basic tutorials that will more accurately describe the task, but do you know any other sources where I could get such information?
Well, personally I had already used Unity and knew the basics of 3D game making before I came to Godot back when Godot was in version 2.0. I have used several 3D game engines, and most of the time, you can use what you learn in a tutorial made for one game engine in another, you may just need to change the code slightly so it works with the differing programming langauge(s) and APIs.
If I was needing to learn 3D game making again, I’d probably go through beginner 3D tutorials that look interesting, and if the tutorial is not in Godot, I would see if I can translate the code to Godot. Many of the biger game engines have plenty of beginner focused tutorials that may be able to help and as a bonus using different game engines tutorials can help you learn the basics without being tied to one specific game engine.
GDQuest does plan to make some 3D tutorials and I have heard that his tutorials have been great. I know a little bit of what is coming and I can safely say that I think it will help beginners make 3D games. :smile:
As for others resources, I do not know of any beginner focused resources right off outside of the ones you have mentioned. I make tutorials on RandomMomentania.com, but unfortately I had to take the majority of them down due to Patreon related issues, so there is not a whole lot on there right now, for beginners or otherwise. That said, I do have more introductionary focused tutorials for Godot planned in the future, I just haven’t found the time to make them yet.
Hopefully this helps! :smile: