I hate to call it too early and jinx it but I think at this point its safe to say we got a Blender moment about to happen in Game Engines. I know these are all indie games. But the momentum is astonishing and with Battlefield using Godot as their Level Editor and more recognition on the professional level there is no sign of stopping it.
Whats next on the chopping block? Wouldn’t mind it to be Photoshop, but I guess for that, GIMP would really need a grounds up redesign, UI and UX wise.
wait battlefield uses godot? holy shit
Not the engine. But the community level editor for custom maps, sorry for not making that clear. Here is a short tutorial using it: https://www.youtube.com/watch?v=l1LNorfPlNc
Man, I love the idea of an open-source Creative Cloud, but every time I launch GIMP I run screaming in the other direction. Affinity is my middle-ground for the moment.
Yea, I honestly don’t know if it makes sense to keep the codebase or just rewrite everything. Photopea seemed to have created a really good alternative in the fraction of the time. Sadly (or maybe because of?!) on the wrong Platform (Web).
Maybe its salvagable. I honestly don’t know what I am talking about, but considering the speed it currently is being worked on I feel like it can’t be in the best state???
Affinity is great but I’m still on the GIMP as it does well enough for most stupid meme edits.
Krita is far better than Gimp and they aim for two different audiences.
There are other tools besides the Gimp. Have you tried krita? It’s a little more pen* and tablet oriented. But a solid program in its own right. And despite being part of the KDE platform if I’m not mistaken. They have excellent Windows and Mac versions as well
Krita for me was quite a learning curve, but far more intuitive / with a far better workflow than Gimp once you got used to it. So I’d recommend it too for image editing, though with this, to me, a positive caveat.
@Auster @Shatur @vogi @Eldritch depends on what you’re doing, gimp blows both krita and photoshop out of the water for more technical editing (especially when you start using scripts) and doing things like low resolution icons/etc, i have to say though I HATE the new UI they made default in 3.0, the intent was to make it more 'ps-like" and instead it became a bastardization of both, thankfully they listened and gave options to roll most of it back. Especially the single color grouped icons…
It’s a little more pain […] oriented
Oh good… just what I wanted.
Lol good catch. Damn dictation software. Hah yes it’s the cenobites choice.
Yeah Krita is far better than GIMP in my experience, and it doesn’t have a godawful name.
The only downside I’ve found is it is really quite heavy. Probably the slowest program to start that I use. Pretty annoying when you just want to crop an image or whatever.
Also for some reason the clone brush is not enabled by default. I had to Google how to get it, which is not a good sign!
Yea, I was few times on the brink of giving it a try. But the focus on digital art is a bit offputting even though that is stupid reason. It just does not feel right… will try it one day!
at this point i prefer photogimp over cs6, which was my previous driver. ymmv though, my workflow is abnormal.
I should try it again.
Yea, I read about it before but never tried it myself. I really hope they have a official “movement” in a similar direction. Cause I don’t see that being accepted by “normal” people.
yeah i feel you there. i’ve gotten a couple folks hooked on photogimp but i had to do the setup for them. it’s really simple now, but still a bit more imposing than a lot of newbies are willing to try.
Easier than pirating adobe software though
last i tried you could still get “mobile” versions that work great. no install, no activation, no crack. again tho, to be clear, i use cs6. WELL before all the CC integrated bullshit hahaha
Didn’t GIMP recently have a major resign?
Hell yeeeah. Love to see godot get the love it deserves.
Been seeing a lot more Godot lately and that makes me happy
I, for one, welcome our new robot overlord!
It’s so cool to see indie devs kick unity to the curb so quickly.
I love Godot, and this is great, but it’s also probably inflated a bit because game jams are a great time to try things. New code, short time frame, low commitment.
That’s not to say that it doesn’t count, it totally does, and it’s not to say that it’s not great advertising, and some people were likely impressed and will start using it in their day jobs. But it isn’t necessarily representative of the industry, even the indie industry. For some people it will unfortunately have been a summer fling…
But I bet in a few weeks there’ll be a ton of videos called like “I used this FREE engine and you wouldn’t believe what I thought!!!” 😛
The thumbnail: 😯👉
↘️⬇️↙️
➡️⭕⬅️
↗️⬆️↖️
Now they just need to switch colors in the graph :)
For someone who’s never done any programming in their lives, but knows a bit about PowerShell and Bash/Command Line scripting - how difficult is Godot to get into, just for some unserious playing around?
Its pretty chill. There is a good load of tutorial online and gdScript is beginer friendly.
Do you need a good computer?
I’ve not actually used Godot, but I’ve been following it for a while, and I think you should give it a go, especially for just “unserious playing around.” It’s widely regarded as beginner-friendly (as far as gamedev tools go), and yeah, while some people absolutely do not have the analytical mind you really should have for working with anything involving programming, you being in a position to do any scripting at all sounds like you’re at least most of the way there.
GDQuest has this awesome little intro course / program they coded in Godot itself which is pretty rad.
https://gdquest.itch.io/learn-godot-gdscript
(Fun trivia: the Godot editor itself…is a Godot program. 🤯)
Give it a shot and see what you think! :)
Also of note: KidsCanCode and GameDev.tv are fantastic for beginners as well.
I’m still quite the awkward newblet with coding, but I’ve been taking GDQuest’s “From Zero” courses and they’re awesome. They’ve had a huge hand in shaping the current engine documentation and stuff too.
Hope that helps you get started a bit more confidently! :)
I love when something is technically written in itself. Look at GCC (C compilator) - it is written in itself (although it was written in Assembly in the beginning). It just feels like a great feedback loop.
That’s is actually pretty common for programming languages. You first write a minimal compiler in some other language that only implements the features necessary to compile the full version, written in its own language, then you use the full compiler to recompile itself.
it’s called bootstrapping. I agree it’s a very interesting concept
I have an idea to make a purposely shitty 90s live action digitized FMV point and click adventure game with an ugly UI, poor aliasing, and cheesy dialogue. I know Unreal and Unity enough to do this; but maybe I should fuck around with Godot. I have only heard about it for 2D games, so this should be workable.
Godot’s 2D support is a pixel-perfect first-class citizen. None of that “fake 2D in a 3D engine” stuff. (Although you could if you wanted!)
The only hiccups I foresee is videos in Godot tend to need to be kinda just right as far as file formatting and stuff… I think most of this is codec related.
But hey, once you figure out a workflow / pipeline to make those videos, you’d have it down. :)
God damn kicking me for the project I started (as everyone has) that I would love to finish but never have time to
If it weren’t for Godot I would’ve never even tried
Oh yea I’m using it, too.
i use godot! ive only ever made one game public on it, but its fun to use!
How good is godot at 3d now? Last I remember they were adding some new features to help with that end but I have been out of the loop for a hot minute
From what I know, it’s still not great for giant open-world Skyrim type games, but it’s quite respectable otherwise. You may want to take a look at the 2025 showcase, as well as Road to Vostok to see what it’s capable of.
@Baguette animations side is still. Lacking. But it’s promisiing
I’ve been building a 3D game in Godot for the better part of 2.5 years now. Maybe it’s that I never really got into Unity beforehand in spite of my efforts, but I find Godot way easier to work with, and I’m able to pretty quickly create things. It feels nice to work with and, while my game’s art style was never meant to be super realistic or anything, it looks good visually with not much effort tweaking the WorldEnvironment.
I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.
Obviously I don’t know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that’s still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.
Maybe OP in this thread really does need that sweet Unreal graphics and VFX firepower. Indeed, a lot of people use Unreal just for rendering out 3D projects!
But I can’t help but laugh at all these aspiring indies in my camp, who are learning, haven’t released anything, etc…clamoring about “But the GRAPHIC CAPABILITIES THO.”
Like, are you and a few pals gonna release something to rival Naughty Dog or Treyarch or Rockstar’s very best work? 'Kay, MIGHT have a point.
Otherwise, Godot is more than fine, and casual observers really really don’t give it enough credit for how well it handles 3D.
Its really not about the graphics, but the workflow and flexibility of the tools. Niagara is so well done compared to the Frankenstein approach you have to build godot vfx with.
Fair! I haven’t specifically dealt with VFX yet, but I have no problem taking your word for it.
I was more trying to counter this weirdly persistent myth from bygone days that Godot’s 3D capabilities are somehow jank and underbaked, just because maybe in terms of raw, niche benchmarks, it isn’t a 1:1 rival to Unreal’s Nanite or something.
It’s as if garage/bedroom-studio indies are worried they’ll invest effort into the engine and scripting language and make a great fantastic game except…!
Their incredible AAAA (unoptimized) Blender artwork they made all by themselves won’t import or render properly so the whole thing will be a wash. Lol
I’m sure workflow could always be improved, but indies should absolutely not be scared to use Godot for 3D projects. :p
The lack of native FBX support is a serious setback, and it will never be as good as Unreal. I think the glTF pipeline will get better.

















