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Godot Engine – A decade in retrospective and future

godotengine.org

31–40 of 168 posts

Re: Godot Engine – A decade in retrospective and future

#31

Earlier quoted context omitted.

I hope so! Though the Blender situation is a little different. Blenders main competition are paid software. While Unity and Unreal are technically paid too, many users can use them "for free" for the most part. Unity and Unreal are both foraying into non-gaming applications like Cinema, and whatever the word is for working with architectural programs/formats. Might be an opportunity for Godot to stay focused and gain…

> I know Unity is under a bit of an upheaval right now with their engine architecture and it's putting a lot of strain on it's userbase. Care to elaborate?

They are migrating several modules from C++ to C#, by making use of their Burst compiler stack, and have introduced a new ECS based framework named DOTS, on the quest to appease to AAA studios.

Re: Godot Engine – A decade in retrospective and future

#32
post #2

A very well written and inspiring post. I haven't used Godot much, but I feel 2020 and the next decade is going to continue growing much more :) > This was an extremely hard decision to make [work full time in Godot], because at the time, my experience (...) was paid a lot more, and I was receiving extremely good job offers(...). [T]he same happened to Rémi (an Energy Engineer), who also changed his life plans and pr…

This is really something that I can speak to with personal experience. When you believe in open-source software and decide to quit your job because you want to try and build a business around it, it is incredibly scary and fulfilling. You sacrifice a lot so that others can benefit. It's a bit of a life of illusion, but you make do. Good on these guys for providing to the community something that is genuinely awesome.

Re: Godot Engine – A decade in retrospective and future

#33
post #20

Earlier quoted context omitted.

It's all about the $$$ and the community. Blender started as a commercial project too. I was already using it in the 90's alongside POVRay. The good thing is unlike in the photography or the print industry there is no real industry wide vendor lock-in when it comes to formats in 3D, so it's always possible to create a challenger. Right now Godot isn't really on par with Unity, but it could become the de-facto game en…

> there is no real industry wide vendor lock-in when it comes to formats in 3D Mmm, Blender had a lot of problems having to reverse FBX from autodesk, which AFAIK is or was a de-facto standard. About open standards, I kinda hate xml, so I didn't like Collada much. I'm looking forward for knowing more about glTF[1]. Thankfully Blender 2.8 had the official add-on from the beginning.

glTF was introduced by Khronos for WebGL, then thanks to Microsoft glTF 2.0 was born and became API agnostic.

Khronos YouTube channel has lots of talks on the format.

Re: Godot Engine – A decade in retrospective and future

#35

I wonder if Godot has a chance of becoming the Blender of game engines. From the way it is growing it's starting to look like a real long-term possibility to me, especially for the smaller game studios.

I hope so! Though the Blender situation is a little different. Blenders main competition are paid software. While Unity and Unreal are technically paid too, many users can use them "for free" for the most part. Unity and Unreal are both foraying into non-gaming applications like Cinema, and whatever the word is for working with architectural programs/formats. Might be an opportunity for Godot to stay focused and gain…

Unity is not free. Instead of paying once or a fixed subscription, you have to pay a % of all your profits.

Which, in many cases, is way worse than the alternative pricing model.

Re: Godot Engine – A decade in retrospective and future

#36

Earlier quoted context omitted.

I hope so! Though the Blender situation is a little different. Blenders main competition are paid software. While Unity and Unreal are technically paid too, many users can use them "for free" for the most part. Unity and Unreal are both foraying into non-gaming applications like Cinema, and whatever the word is for working with architectural programs/formats. Might be an opportunity for Godot to stay focused and gain…

> I know Unity is under a bit of an upheaval right now with their engine architecture and it's putting a lot of strain on it's userbase. Care to elaborate?

They're moving from their existing Actor/Component model to a Entity/Component/System model.

It might help them get some perf but its not as user friendly, nor trivial, so in Unity fashion they're just going to have several systems available is less than perfect interopt.

They're also rewriting more things in C# but I think that's a pretty good change, personally.

Re: Godot Engine – A decade in retrospective and future

#37
post #30

It seems like some of you have some real love for Godot. How come you decided to use/recommend Godot over Unity when it was less mature? Was it much better along some axis that Unity didn't provide? What makes it better along that axis? Usually happens when something is 10x better at something new that people care about that the incumbent is blind to or is structurally incapable of addressing. I'm just wondering what…

I'm not a Godot user, I'm a Unity user, but the fact that you don't have to pay is one of the big draws of Godot. Unity Pro is $150/month per seat.

The fact that it's open source is also big, because there are often bugs in the Unity engine that I can't fix since I don't have source access.

A lot of devs also like jumping on new technology because it feels good to learn new things.

Oh and then because it's open source, you can improve the engine and it gives you the "Ikea effect" where you like something more because you helped to create it.

Re: Godot Engine – A decade in retrospective and future

#38
post #31

Earlier quoted context omitted.

> I know Unity is under a bit of an upheaval right now with their engine architecture and it's putting a lot of strain on it's userbase. Care to elaborate?

They are migrating several modules from C++ to C#, by making use of their Burst compiler stack, and have introduced a new ECS based framework named DOTS, on the quest to appease to AAA studios.

I don't think its a AAA request, per se. Unity seems to constantly need features to slap on the box. At this point it feels like DOTS is significantly influenced by the marketing team. I mean, engineers would spell out the features and not wrap it up into this vague concepts of "DOTS."

Re: Godot Engine – A decade in retrospective and future

#39
post #30

It seems like some of you have some real love for Godot. How come you decided to use/recommend Godot over Unity when it was less mature? Was it much better along some axis that Unity didn't provide? What makes it better along that axis? Usually happens when something is 10x better at something new that people care about that the incumbent is blind to or is structurally incapable of addressing. I'm just wondering what…

I've been a Godot hobbyist for years. Big factors for me at first were that it's open source and that it's lightweight. I started using it for those reasons, and then I found that the node system "clicks" much faster than Unity's model. Once you "get it", Godot is both very easy to work in and program for, and while it's not as polished as Unity, it's basically the perfect tool for solo hobby projects.

Re: Godot Engine – A decade in retrospective and future

#40
post #35

Earlier quoted context omitted.

I hope so! Though the Blender situation is a little different. Blenders main competition are paid software. While Unity and Unreal are technically paid too, many users can use them "for free" for the most part. Unity and Unreal are both foraying into non-gaming applications like Cinema, and whatever the word is for working with architectural programs/formats. Might be an opportunity for Godot to stay focused and gain…

Unity is not free. Instead of paying once or a fixed subscription, you have to pay a % of all your profits. Which, in many cases, is way worse than the alternative pricing model.

You mean Unreal Engine, not Unity. Unity has a regular subscription ($150/month per seat).

With Unreal Engine, there is also an exception for hobbyists, specifically you only have to pay 5% to Epic if you make more than $3000 in a quarter.

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