![]() ![]() Situation should become slightly better with "Theme type variations" implemented in version 3.5. Okay I'll mention another thing after profiler that we were struggling with in Godot: making game UI. And that makes it feel worthwhile to invest the time learning all its quirks. I believe in the vision and the future of this piece of software. For every annoyance or missing feature in Godot, I have faith that things will continue to improve - because they're built on a solid foundation - or that I could at least build it myself if I really needed to. I don't feel like I'm wasting my time learning one half-baked API that's going to be replaced with another half-baked API six months from now. Especially in contrast with Unity - which felt like a growing pile of corpses being tossed on top of each other with each release - it's been so refreshing that it's singlehandedly gotten me back into hobby game dev. That, combined with it being fully open-source, makes it feel like it has good bones. Maybe not in the exact way you would have picked, but in a way that will work, and will fit in with everything else. Using Godot almost has the feeling of using (good) Apple software somebody anticipated your needs, and made sure they'd be met. GDScript has its quirks, but it also has very elegant built-ins for doing engine-specific stuff that would be super clunky in a general-purpose language. You don't get confusing mixed signals from different parts of the interface or from the docs there's one, intentionally-designed way to do each thing. Everything you might need to do has an answer, or at least a story. It feels like it was designed by one person, who knows what it takes to make games, and set out with a holistic vision. Godot has the distinct feeling of being cohesive. The custom scripting language, GDScript, is a blessing and a curse its tight integration with the engine comes at the cost of subpar tooling (and of course, just learning a new language with new quirks). There are unfortunate quirks for example, saving scripts always saves the whole scene, and saving large scenes can pause the editor for multiple seconds, which is a particularly annoying combination. ![]() I've encountered some bugs (nothing show-stopping, and it's tough to say how much of that is just from using the alpha version, but it has impacted my flow). It's definitely more sparse than the others in terms of features. In the past I've done a fair amount with Unity and touched Unreal once or twice. I've started using Godot (4.0-alpha) for some hobby game dev recently. Unreal Engine is amazing, but if you expect to gross over $1m, is 5% of your revenue each quarter forever afterwards worth it? It's not a straightforward question, but just 1.025 million units at $40 is a $2m fee, could you use that $2m to hire developers to patch up whatever shortcomings in Godot you actually need for your game and still ship on time? Or create a custom engine, as still happens occasionally? ![]() He did speculate that one reason Godot can be attractive for certain studios working on a franchise with an almost guaranteed minimum of sales is that it's one less thing to have a license fee for. The creator of Godot was surprised though because he's intimately familiar with 3's limitations, but 4 is about done and is better in pretty much every way so maybe we'll see more of that sort of thing, and possibly with stock Godot. scene loading in stock Godot 3) and they also did whatever was needed to port to the Switch ( ), PS4, and Xbox but a nice looking 3D game from a big franchise sounds legit enough to me. Sure the studio modified Godot to some extent (but reportedly not enough to prevent e.g. But arguably there is one AAA game, the Sonic Colors: Ultimate remaster. To me Godot became legit with version 3 adding physically based rendering like everyone else. ![]()
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