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Godot for AA/AAA game development – What's missing?

godotengine.org

51–60 of 187 posts

Re: Godot for AA/AAA game development – What's missing?

#51
Godot is pretty amazing and certainly a Unity killer for me. It's just that I don't need Unity either.

The problem is that Unreal exists and that's so far ahead it's hard to imagine how the OSS world can catch up. Glad to see that Godot is already thinking about streaming assets.

The licensing model of Unreal for small businesses is pretty attractive as well as they don't charge until you made 1M. If I made 1M with my game I certainly wouldn't mind paying 50k to Unreal on my next million.

On the other side, if I'm doing something for fun (read hacking on unfinished code) and I want to have the perfect abstractions, Unity and Godot are certainly not what I envision. I'd probably just work on something like Bevy.

Re: Godot for AA/AAA game development – What's missing?

#52

Does anyone know where the Godot 4.0 source is? I don't see any branches or tags for it on the main repo on GitHub. I've only seen the pre-compiled dev snapshots. It would seem weird for them to develop an open-source project behind closed doors. I must just be blind?

I believe it's being developed on the master branch at https://github.com/godotengine/godot

Re: Godot for AA/AAA game development – What's missing?

#53
post #24
post #10

I really don't like the RenderingDevice abstraction they've ended up with. It's strongly reminiscent of OpenGL, doesn't expose command buffers or queues (no async compute). Barriers are too coarse. There's also no support for a bindless approach, no GPU driven rendering or even just GPU culling.

What's an example of something that does blindless fully GPU driven rendering? Would it mean CPU lag wouldn't slow your game because the camera could be fully controlled by the GPU?

On the contrary, bindless means less work for the CPU. Bindless basically means the GPU is responsible for querying image and buffer resources from a global heap or descriptor table.

Re: Godot for AA/AAA game development – What's missing?

#55
post #2

> After an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.

Why? What commercial game is physics-heavy?

Most commercial games have scripted character movement (every FPS, RPG, strategy games, basically almost every genre) and the only physics objects are random falling objects that don't affect gameplay... Cloth simulation, cool but can be faked and doesn't affect gameplay. Ragdolls, only really used when characters die and again, can be faked.

So name a single AAA game that actually uses proper physics for anything gameplay related?

Re: Godot for AA/AAA game development – What's missing?

#56

Would Godot be a decent engine for kids around 12-14 years old? I don't know a lot about it, but would like to suggest something for a person I know. I'd also be curious what the Godot support is like in terms of maintaining older releases. I think it would be a mistake to tell a young person to use a beta version since they could hit a lot of bugs and get discouraged, but having them use an existing version that doe…

Recently I learned something named GDevelop exists. Not sure how good it is, but it might be one of the options to consider.

Re: Godot for AA/AAA game development – What's missing?

#57

Godot does not have an equivalent for Nanite or Lumen. Real time GI makes such a radical difference in a way games look.

Godot has realtime GI...

And while it doesn't have streaming as mentioned it does have automatic LOD reduction and occlusion culling which are both a part of what Nanite does.

Re: Godot for AA/AAA game development – What's missing?

#58
post #55
post #2

> After an unsatisfactory attempt at using Bullet, Godot 4.0 returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users. This is a bit of a red flag if one of their goals is for the engine to be used on AAA games.

Why? What commercial game is physics-heavy? Most commercial games have scripted character movement (every FPS, RPG, strategy games, basically almost every genre) and the only physics objects are random falling objects that don't affect gameplay... Cloth simulation, cool but can be faked and doesn't affect gameplay. Ragdolls, only really used when characters die and again, can be faked. So name a single AAA game that…

Zelda: Breath of the Wild? HZD? Anything with vehicles? This is a pretty unhinged take

Re: Godot for AA/AAA game development – What's missing?

#60
I really enjoy creating in Godot. However, I am far from a AA/AAA game dev. Godot is a great tool for creating games independently. Creating 2D tilemaps is significantly improved in Godot 4.

For me, the most exciting thing to happen to Godot is the Steam Deck. The question of how to run Godot on the Nintendo Switch came up frequently on r/godot. There was no practical avenue for small time devs. I'm excited to see what doors the Steam Deck will open as an alternative handheld gaming device.

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