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Godot Engine – A decade in retrospective and future

godotengine.org

41–50 of 168 posts

Re: Godot Engine – A decade in retrospective and future

#41
post #6

Great post. Is there a 3-year, 5-year, even 10-year roadmap for Godot? It's a tool I'm very interested in using but the industrial backing and stability of Unity/Unreal is hard to beat. Some kind of assurance that the creators of Godot plan (or at least hope) to keep working on the project for a long time would go a long way.

If you need reliable support, you have to pay someone. It does not matter which project you are talking about.

Re: Godot Engine – A decade in retrospective and future

#42
post #38
post #31

Earlier quoted context omitted.

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."

To be fair everyone wants to tick features on their box.

DOTS doesn't seem that vague to me.

Re: Godot Engine – A decade in retrospective and future

#43
post #22

I've been looking for a lightweight 2D engine to use on Android. Something I can use to build simple 2D games with small binaries that load quickly and run on lots of hardware. (Like I might use SpriteKit for on iOS.) Should I look further into Godot Engine, or is it more of a "heavyweight"/loads-of-features engine like Unity and Unreal?

I've never worked with Unreal, but Godot is significantly more light-weight than Unity. Can definitely recommend!

Unreal is definitely not lightweight. The last time I built it, I think 4.21(?) the engine itself came to about 16GB.

Re: Godot Engine – A decade in retrospective and future

#44
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…

Godot is not even close to Unity, it's a toy engine for garage project.

Re: Godot Engine – A decade in retrospective and future

#47
post #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 sourc…

I know quite a few game devs (side-effect of both living in Malmö and being active on the TiGsource forums) and if there is one common thing I hear about Unity it's how it does not seem to care at all about backwards compatibility, and how upgrades can completely screw over projects.

I don't know what the story is with Godot (beyond the breaking changes between 2.0 and 3.0 that was mentioned in the linked blog post) but if that is a lot better then I can imagine that some game devs might be more interested in Godot for that reason too.

Re: Godot Engine – A decade in retrospective and future

#48
post #41
post #6

Great post. Is there a 3-year, 5-year, even 10-year roadmap for Godot? It's a tool I'm very interested in using but the industrial backing and stability of Unity/Unreal is hard to beat. Some kind of assurance that the creators of Godot plan (or at least hope) to keep working on the project for a long time would go a long way.

If you need reliable support, you have to pay someone. It does not matter which project you are talking about.

https://www.patreon.com/godotengine

I can’t remember if the team is getting outside funding from grants or such, but this is the main payment system I believe.

Re: Godot Engine – A decade in retrospective and future

#49
post #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 sourc…

> 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.

And very bad ones, at that; which will persist for years and several major versions.

For instance: let's say you have a game that supports user generated content via loading asset bundles. This being the lowest barrier to entry for games to leverage the unity editor for UGC, it's quite common.

Well, now and always, and known and reported since at least 5.2, any asset bundle that references a class not found in the compiled game client will crash the client on load.

The only work around is to write your own asset bundle inspector and pre-analyse on load.

Re: Godot Engine – A decade in retrospective and future

#50
post #48
post #41

Earlier quoted context omitted.

If you need reliable support, you have to pay someone. It does not matter which project you are talking about.

https://www.patreon.com/godotengine I can’t remember if the team is getting outside funding from grants or such, but this is the main payment system I believe.

They mention that Mozilla supports their HTML5/WASM efforts, which makes sense
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