godot isn’t really a suitable replacement for UE or unity for the big projects, too many features it doesn’t have and they have like 10-20 people working directly on the project, compared to thousands at the big two or hundreds at your EAs and shit that roll their own.
maybe in ten years they’ll be done pulling a blender or some open source 3D engine will be made by people quitting corporate gigs.
Godot got way more eyes on it during the Unity debacle and has gotten a few really good updates since then. Hopefully that trend continues. I believe it was packaged with Battlefield 6 as their map editor for players which can’t hurt it’s uptake.
i only started getting into godot very recently and have never used a game engine before that (career software dev). which features does unity have that foot doesn’t? (or i guess just the most important ones in your opinion)
list from a few months ago i got from an aquaintance of stuff you have to implement yourself: character animation and retargeting, gizmos, audio mixing, deferred rendering, physics raycasting, multi-pass shaders.
he also said there’s no real-time editor view but i’m not paying much attention to godot development because all that shit is way outside my skill set.
the previous update added realtime editing and this current update added in the PR so that the mac version can had that too. the rest i can’t say if the engine “does it for you” but it definitely had the tools for those sorts of things. one of the stranger limitations i ran into was how clunky trying to implement 2d shadows was. i would think that if they made this whole out of the box lighting system that can do a whole bunch that shadows would be included. they are, but only in 3D
yeah i figured some of that would’ve been done this year, just no idea what. probably still way more work into a goldeneye clone than i could be bothered to learn.
UE5 is crap? Good for Godot
godot isn’t really a suitable replacement for UE or unity for the big projects, too many features it doesn’t have and they have like 10-20 people working directly on the project, compared to thousands at the big two or hundreds at your EAs and shit that roll their own.
maybe in ten years they’ll be done pulling a blender or some open source 3D engine will be made by people quitting corporate gigs.
Godot got way more eyes on it during the Unity debacle and has gotten a few really good updates since then. Hopefully that trend continues. I believe it was packaged with Battlefield 6 as their map editor for players which can’t hurt it’s uptake.
yeah this evaluation is post-debacle. it’s cool don’t get me wrong, but it’s not nearly as close to the corpo stuff as Blender or GIMP are theirs.
i only started getting into godot very recently and have never used a game engine before that (career software dev). which features does unity have that foot doesn’t? (or i guess just the most important ones in your opinion)
list from a few months ago i got from an aquaintance of stuff you have to implement yourself: character animation and retargeting, gizmos, audio mixing, deferred rendering, physics raycasting, multi-pass shaders.
he also said there’s no real-time editor view but i’m not paying much attention to godot development because all that shit is way outside my skill set.
the previous update added realtime editing and this current update added in the PR so that the mac version can had that too. the rest i can’t say if the engine “does it for you” but it definitely had the tools for those sorts of things. one of the stranger limitations i ran into was how clunky trying to implement 2d shadows was. i would think that if they made this whole out of the box lighting system that can do a whole bunch that shadows would be included. they are, but only in 3D
yeah i figured some of that would’ve been done this year, just no idea what. probably still way more work into a goldeneye clone than i could be bothered to learn.