This particular discussion focuses on the performance gap between the two engines looking specifically at how raycasts are implemented, and the larger implications from that analysis.
Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
11–20 of 83 posts
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#12Strong response. I'm not sure I would have been so generous to the author of the article this is in reply to. But I suppose that's a skill of a successful open source leader -- to turn interactions with critics into productive discussions rather than arguments, and perhaps even turn the critics into supporters. It seems to have been that author who chose the FUD-ful title "Godot is not the new Unity". I guess there a…
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#13Raycasts are the most commonly used spatial queries in a 3d game. Hopefully this discussion will lead towards this issue being resolved.
I actually found Sam Pruden's complaint a bit odd since it sounds like he's developing a 2d game. If you're spamming 1000s of raycasts per frame for your 2d game, there's probably something else going on...
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#14Strong response. I'm not sure I would have been so generous to the author of the article this is in reply to. But I suppose that's a skill of a successful open source leader -- to turn interactions with critics into productive discussions rather than arguments, and perhaps even turn the critics into supporters. It seems to have been that author who chose the FUD-ful title "Godot is not the new Unity". I guess there a…
FWIW, reduz (Godot author) and sprudd ("Godot is not the new Unity" author) previously discussed this on Reddit[1], and sprudd was actually sounded pretty nice (the first reply even includes a "and I hope that I wasn't too rude in the article. :)").
Overall, I think the original article was written in good faith, just with a click-baity title (and I imagine reduz thought the same thing). That might have helped to avoid a more angry reply.
1: https://www.reddit.com/r/godot/comments/16lti15/godot_is_not...
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#15Strong response. I'm not sure I would have been so generous to the author of the article this is in reply to. But I suppose that's a skill of a successful open source leader -- to turn interactions with critics into productive discussions rather than arguments, and perhaps even turn the critics into supporters. It seems to have been that author who chose the FUD-ful title "Godot is not the new Unity". I guess there a…
I said this not long ago in a different thread, but after reading this article I want to say it again. I'm very impressed with the management of the Godot project. They seem to be avoiding all the common mistakes and drama that so many projects fall prey to. They're doing everything professionally.
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#16Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#17Somehow, I feel like reading that article diminished the original critique, however, inefficient raycasts aren't some sort of pathological edge case. Raycasts are the most commonly used spatial queries in a 3d game. Hopefully this discussion will lead towards this issue being resolved. I actually found Sam Pruden's complaint a bit odd since it sounds like he's developing a 2d game. If you're spamming 1000s of raycast…
Yup .. but maybe not stupidity, but rather a non generic game.
In my case I need lots of raycasts, to determine what exactly the player and the enemy bots can see. Basically I have a simulation in 2D (using box2d directly in js as a wasm libary) - and all the bots and the player only (mostly) get information based on raycasts. They have to scan the world and react to that information, which leads to a different result, than the usual approach (cheating). So I am looking forward to get this fixed asap as well and also cannot really consider godot before that.
Edit: performance problems with raycasts I had to experience as well, because the roundtrip js to wasm is expensive. I first wrote a WebGPU shader doing only raycasting in my world, but better was modifying box2d (and compiling to wasm) to include a function, that does all my raycasts in one call and returns a big array (or rather a array with pointers to the structs in the internal wasm heap).
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#18Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#19Somehow, I feel like reading that article diminished the original critique, however, inefficient raycasts aren't some sort of pathological edge case. Raycasts are the most commonly used spatial queries in a 3d game. Hopefully this discussion will lead towards this issue being resolved. I actually found Sam Pruden's complaint a bit odd since it sounds like he's developing a 2d game. If you're spamming 1000s of raycast…
Re: Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
#20I do think the original article's claim of 'Godot is not the new Unity' is accurate, just not for the architectural reasons claimed. Folks probably shouldn't go into it thinking that Godot will handle every use case just as well as Unity. It hasn't had billions poured into it like Unity, but it is mature and ready for serious games. Plus - open source means you can just get your hands dirty and fix critical (for you) bugs instead of hoping Unity gets around to it.