36 people found this review helpful
4 people found this review funny
Not Recommended
0.0 hrs last two weeks / 5.3 hrs on record
Posted: Mar 13, 2017 @ 10:37am
Updated: Mar 26, 2017 @ 7:15am

I have tried my best to review various game engines, and Unity is unrivaled in functionality, with deployment on many different platforms and development on both Win, Mac, and Linux (Linux client still beta, but fully functional). If I would pick anything else than Unity, I would pick CryEngine because of its beautiful 3D rendering, or Lumberyard for both CryEngine beauty and Amazon Web Services.

Godot looks great if you didn't look at Unity or any other options. But after looking into the different engines that are available at this time (2017), Godot is just left far behind on so many things. The only thing that Godot has going for it is the MIT license which makes it completely free, compared to for example Unity where you need to pay some licensing if you start making more than 100'000 USD per year, at which point you really should reward the game engine developers anyway, unless you are a total douchebag.

Speaking of douchebags, it is my impression that the Godot community is rather hostile and not really nice people. Maybe I was just unlucky in my interactions. Without naming any names, just look at this Steam review, which previously pointed out a bug that made Godot entirely unusable. One of the comments said that "this negative review doesn't count because bugs are not part of a programs functionality" [slightly edited]. So apparently, having a bug that renders a software impossible to use is not part of that softwares functionality?!? Anyway, I mentioned this bug in my first review, which made one of the developers respond and work to fix it, so great job on his part. However, while I reported a bug that made the software impossible to use and while that report resulted in a developer responding and fixing said bug, 83% of the Godot users came in to say that my review was "not helpful".

So according to the Godot user community, bugs that render a software useless should not be part of a review because it has nothing to do with functionality, and reporting those bugs so that they can be fixed is "not helpful". This is just one example of my interactions with Godot users, but I really don't have any kind of positive impression of the community. Meanwhile, other engines have users that produce tutorials and act generally friendly with advice and help. Again, this may be some unfortunate and unlucky things that only applied to me, but it is my own experiences and impressions. You might be more lucky, if you want to risk it.

To sum up, I don't think Godot is bad software. It's just not even close to other software, and the user community appears to be less friendly and helpful than what I have found elsewhere. Therefore, I would recommend anyone to try out Unity, Lumberyard/CryEngine, Unreal Engine, and the other options out there that are most likely better than Godot in every possible aspect.
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13 Comments
bingo bango Apr 17, 2023 @ 2:53pm 
year 2023 now, wanna see if anything changed?
Wolfy6 Aug 16, 2020 @ 7:43pm 
Year 2020 here, for someone to leave a negative review just because of a minor bug and because of a community. That says a lot about what kind of person you lol
blue HoneyBadger May 14, 2018 @ 5:47pm 
"To sum up, I don't think Godot is bad software. It's just not even close to other software, and the user community appears to be less friendly and helpful than what I have found elsewhere. Therefore, I would recommend anyone to try out Unity, Lumberyard/CryEngine, Unreal Engine, and the other options out there that are most likely better than Godot in every possible aspect."

"Anyway, I mentioned this bug in my first review, which made one of the developers respond and work to fix it, so great job on his part. "

so the only part that you can mention about actually the devs and the software is that they fixed the bug. and that you do not think it is bad.

but apparently the comunity is part of the software, so you can't recommend the software because of the comunity alone

Mischief Aaron Apr 24, 2018 @ 2:24pm 
Now I'm curious if 3.0 solves your issue.
Mischief Aaron Apr 22, 2017 @ 6:47pm 
Would you mind giving us an update to see if it works on your hardware now, ArcticTurtle? You having such a high DPI makes for a not often encountered edge case & I'm curious if 2.1.3 solves for your issue.
Akien  [developer] Apr 12, 2017 @ 1:57pm 
That bug should now be fixed in the just released version 2.1.3: http://steamcommunity.com/games/404790/announcements/detail/486794522062445203
gourry.gabrief Mar 26, 2017 @ 12:58am 
Inaccurate review because it's a bug. Godot is actually the closest alternative to unity in linux, and every platform.
Akien  [developer] Mar 24, 2017 @ 10:33am 
I pushed this fix for the 2.1 branch: https://github.com/godotengine/godot/commit/a531051a61300d6ea7e04b003d72d9e591bbfe3b
It should therefore be fixed for everybody in the upcoming version 2.1.3-stable.

(The issue was already fixed in the master branch, though I also improved its logic a bit in https://github.com/godotengine/godot/commit/c103f32ea3b19c3588d54dcef98e307f8b823f4c ).

So, thanks for the bad review, that forced me to get a closer look at this issue ;)
Akien  [developer] Mar 24, 2017 @ 9:34am 
I think I'll push a quick fix to increase the minimal DPI ratio that triggers the "hidpi" mode. Right now it's 150, which is a bit low. For example if you run on FullHD (1920x1080, i.e. the diagonal would be ~2203px), a ratio of 150 means that screens lower than 14.6" could trigger that behaviour. 256 would likely be a much saner default value.

As I documented on that issue though, the proper fix would be to autodetect on first run, and ask the user for confirmation if the resolution was properly detected - if not, force restart with the other mode.
ArcticTurtle Mar 23, 2017 @ 12:40am 
Oh, btw, I checked it out and the "Settings" button in the Godot editor is to the far right in the layout. Since the layout is bloated beyond any reasonable proportions in Linux, that settings button isn't even close to being visible on the screen. That is why I couldn't see it, so you claim that it is there and I claim that it doesn't exist. Adding the hidpi_mode does solve the issue, but shouldn't be needed in the first place and my comment that it doesn't inspire confidence still stands.