[HN Gopher] Godot 3.5
       ___________________________________________________________________
        
       Godot 3.5
        
       Author : tmstieff
       Score  : 152 points
       Date   : 2022-08-05 15:10 UTC (7 hours ago)
        
 (HTM) web link (godotengine.org)
 (TXT) w3m dump (godotengine.org)
        
       | MrYellowP wrote:
       | I've looked at 3.4, 3.5 and 4.0a ... and while 4's scripting
       | engine is definitely faster than the others before, it's still
       | way too slow to consider using it.
        
         | zlsa wrote:
         | I can concur - the stated position is that GDScript should only
         | be used for non-performance-critical tasks, but even with a
         | hundred objects running a simple script every frame,
         | performance absolutely tanks in 3.x. The performance wall is so
         | easy to hit that GDNative is almost a requirement to get good
         | performance in non-trivial projects.
        
       | Tyndale wrote:
       | In 3.4 I could not get in-app purchases working for iOS apps. Is
       | it fixed now?
        
       | anonGone73 wrote:
       | Is it Go Dot or Go Dough? Asking for a friend :)
        
         | UnpossibleJim wrote:
         | I always thought it was a play on the play, "Waiting for Godot"
         | 
         | https://en.wikipedia.org/wiki/Waiting_for_Godot
        
         | upupandup wrote:
         | the latter
         | 
         | https://en.wikipedia.org/wiki/Waiting_for_Godot
        
           | Uehreka wrote:
           | Actually neither, it's "Guh-doe".
        
             | peoplefromibiza wrote:
             | Actually not, it's
             | 
             | /'gadoU/ GOD-oh
             | 
             | pronunciation is where phonetic alphabet shines[1] and
             | English totally sucks [2].
             | 
             | [1] https://en.wikipedia.org/wiki/International_Phonetic_Al
             | phabe...
             | 
             | [2] https://jakubmarian.com/english-words-spelled-the-same-
             | but-p...
        
         | peoplefromibiza wrote:
         | /'gadoU/ (read like GOD-oh)
         | 
         | see https://news.ycombinator.com/item?id=32358256
        
         | ehutch79 wrote:
         | Either, but the developers aparently say "go dot"
        
           | PTOB wrote:
           | Their logo is a robot. "Go dot" rhymes with "robot". I always
           | assumed that it was a purposeful misdirection using the
           | popularity of "Waiting for Godot" to lead people to
           | mispronounce it as "guh-doh". I know I'm wrong, but I like
           | that story better than the real one.
        
       | georgeecollins wrote:
       | Now that Godot seems to be getting much hotter, I feel like I am
       | having to update my game engine more and more frequently. It's
       | great to see then update the navigation system, but will it break
       | my game? I worry it could be heading to the same problem I see
       | with Unity where things are constantly getting updated and re
       | engineered. I have seen professional teams working in Unity be
       | many version behind because they dread the work of updating.
       | 
       | Plus, I don't know how many more integrations I want to do on 3.x
       | before 4.0. I am hoping that the move to Vulkan will give me
       | better 3d performance on mobile
        
         | wongarsu wrote:
         | With Unity the general wisdom seems to be to lock in one
         | version for each project, and only update when you start a new
         | project.
         | 
         | Which I guess isn't the worst? Sure, better forwards and
         | backwards compatibility would be better, but this way you get
         | more features quicker and more coherently, at the downside of
         | not getting any improvements during development
        
         | dleslie wrote:
         | Unless Godot has solved the problem of forward compatibility of
         | binary asset bundles with compiled assets, then what's true of
         | Unity is true of Godot: the cost of your engine upgrade is
         | proportional to your reliance on existing assets.
         | 
         | It may just be a recompile. It's may be that the upgrade
         | requires more, a whole art pass before recompile. Maybe there's
         | mods you don't have the source for, that you can't upgrade at
         | all.
        
         | Uehreka wrote:
         | Hopefully the incentive schemes help with this: part of the
         | reason for Unity's feature churn is that they're more
         | incentivized to create new features (to acquire new customers)
         | than maintain old ones. You'd think this approach would
         | backfire, but with the amount of lock-in engines have they can
         | afford to piss off current customers at least up to a point.
         | 
         | Godot, not being beholden to shareholders and quarterly growth
         | targets, can hopefully make more clear-headed decisions around
         | product roadmap.
        
           | dleslie wrote:
           | Unity needs existing customers to continue their pro
           | subscriptions; and game developers are notorious for throwing
           | everything out and staying afresh on every project. The new
           | features are as much for existing customers as they are for
           | attracting new ones.
           | 
           | That said, Unity ads is where the real money is at.
        
       | cptcobalt wrote:
       | I've been part of shipping one of perhaps the largest used Godot
       | projects in production. It's not a game, and you may not even
       | realize it's Godot. Godot is below average in quality compared to
       | Unreal, and probably about on par with various idiosyncrasies
       | that Unity has.
       | 
       | Unreal is winning the technical race _because_ they ship projects
       | and games _themselves_ with their engine. Unity does none of
       | that, at least nothing that counts. Godot is a bit better than
       | Unity because it 's open-source so contributors are often
       | contributing to things they use and want to improve, but it's
       | still got weird opinions at a maintainer level and severe
       | performance downfalls from those opinions.
       | 
       | We're considering another renderer, but for the time being we're
       | still tepidly okay with Godot.
        
         | fezfight wrote:
         | It's small enough of a code base that you can change things to
         | suit your needs, too. Godot is definitely going to win the race
         | long term, just like blender. People can use whatever they
         | like, of course, but if you want future developer talent, youre
         | going to need to use Godot.
        
           | sk0g wrote:
           | That's a very bold statement, what has Godot done to warrant
           | it?
           | 
           | It's not even the most advanced open source 3D engine right
           | now, considering O3DE (a fork of CryEngine) is open and
           | backed by a fair few big players.
        
             | TeaDude wrote:
             | O3DE requires "40-100 GB of free disk space" and a separate
             | compiler.
             | 
             | Godot (3.5) on the other hand requires a paltry 72.6 MB.
             | Even less if you go for older versions or recompile it
             | without certain features. It comes fully featured with it's
             | own scripting language (or C# if you prefer but that
             | requires extra disk space) and pre compiled builds for
             | distribution with the final product. You can still use C++
             | if you wish however I've personally never needed to.
             | 
             | Godot may not be the biggest and flashiest engine out there
             | but I find that it uses what it _has_ got very effectively.
             | It 's extremely easy for newcomers to set-up (Just click
             | the executable and you're all set. It even has it's own
             | IDE.) and comes pre-packaged with the majority of features
             | that your average developer will need.
             | 
             | For comparison, I'd say that it's the game engine
             | equivalent of "QBE" or "tcc" to O3DE's "LLVM". It packs
             | most of the punch of the latter in a neat little package.
        
             | mackatap wrote:
             | Usability. For artists and non professional programmers,
             | those options are fairly inaccessible.
        
               | sk0g wrote:
               | Is it usable because it's... usable, or is it usable
               | because it's barebones? It can be hard to tell the
               | difference when it's pretty far from feature parity with
               | the competition.
               | 
               | FWIW, I don't think cornering the non-professional
               | developer market will lead to market dominance. GameMaker
               | is even simpler, and even if it were open source, hobby
               | developers will not be competing technically against
               | thousands of full time, professional engineers working on
               | an engine.
        
           | [deleted]
        
         | TillE wrote:
         | It's totally bizarre to compare Unreal Engine with Godot. One
         | is a AAA 3D game engine with awful support for 2D games, the
         | other is a superb 2D game engine with modest 3D capabilities.
         | 
         | There's just very little overlap in sensible use cases, they
         | barely even count as competitors.
        
           | welshwelsh wrote:
           | Godot allows for very quick development compared to Unreal.
           | The learning curve is shallower and the developer experience
           | is much better.
           | 
           | Unreal, of course, has more features and is more powerful.
           | 
           | Choosing Godot means you are more likely to actually finish
           | making the game. Choosing Unreal means you can potentially
           | make a better game. For me, that's a tough choice, and I
           | often have trouble deciding between one and the other (for 3d
           | games)
        
           | zlsa wrote:
           | It's not a direct comparison, but there are definitely many
           | games that could be feasibly built in any one of Godot,
           | Unity, or Unreal. There's a lot more to consider beyond just
           | the engine features, such as the asset pipeline, the tooling
           | ecosystem, and the availability of third-party assets and
           | scripts.
        
         | naet wrote:
         | Can I ask what it is you're using godot for if it isn't a game?
        
           | barnabask wrote:
           | Not OP but educated guess: Tesla's mobile app.
           | https://twitter.com/AlexGuichet/status/1528149807709048833
        
             | cptcobalt wrote:
             | You'd be right, and we're hiring to invest more in 3D
             | visualizations in the app. https://twitter.com/alexguichet/
             | status/1549492941202137088?s...
        
           | fezfight wrote:
           | You can build really fancy UIs in it so you can use it for
           | basically anything.
        
             | httpsterio wrote:
             | what's the lowest hardware requirements you would say you
             | could run a Godot built UI on (not necessarily your
             | product, just generally?)
        
               | sprkwd wrote:
               | Think folks have used in on a Raspberry Pi
        
               | moffkalast wrote:
               | Godot doesn't really export for ARM though, are you sure?
        
         | jayd16 wrote:
         | How is Unreal on mobile and VR these days? The new UE5 tech
         | doesn't seem to run on it. I can't really speak from experience
         | but it always felt like mobile dev was a much higher priority
         | for Unity than Unreal. Is that still the case?
        
           | spywaregorilla wrote:
           | It works for mobile. Likely not one of the primary use cases
           | though.
           | 
           | VR support is there. Again, I think not the engine's
           | priority. Last I checked some of their new core tech behind
           | ue5 (lumen, nanite) didn't work correctly in VR, though that
           | was around launch time. I would probably start a new VR
           | project in Unreal, and Godot for mobile.
           | 
           | edit: the RE4 VR remake was in Unreal for example
        
       | birracerveza wrote:
       | >Internal Server Error
       | 
       | Huh... looks like it did stop
        
         | ccbccccbbcccbb wrote:
         | Came to testify the same, lol)))
        
         | mshockwave wrote:
         | same here, the hug of death from HN I guess
        
         | KronisLV wrote:
         | Here's a Wayback Machine link of the article, just in case:
         | https://web.archive.org/web/20220805154013/https://godotengi...
        
       | Supermancho wrote:
       | Anything beyond surface level is difficult to extract from the
       | documentation and that hurts a lot. From the new user experience,
       | the Godot IDE still feels buggy. Features (like the inspector)
       | populate with values from code sometimes and sometimes not,
       | because of complicated rules or you get the fun blank file script
       | names or dupes when resources are changed/moved/deleted.
        
       | bilekas wrote:
       | I've been hearing so much about Godot recently that I'm going to
       | try it out. I'm not even a game developer.
       | 
       | Good marketting I guess!
        
         | BudaDude wrote:
         | Godot is becoming the game engine of the internet. It checks
         | all the boxes.
         | 
         | - Open Source
         | 
         | - Cross Platform
         | 
         | - Frequent updates
         | 
         | - Easy to learn in a weekend
         | 
         | - You can use almost any programming language with it
         | 
         | - Godot 4.x has beautiful graphics
         | 
         | - Godette
        
           | willismichael wrote:
           | > beautiful graphics
           | 
           | Doesn't that depend entirely upon the artwork used in the
           | game?
        
             | krapp wrote:
             | A lot of it depends on shaders and lighting.
        
             | BudaDude wrote:
             | This is only sort of true. If you load any 3D model into
             | Unreal Engine for example, the lighting and shaders will
             | make it look pretty good without much modification. Godot
             | is getting a big upgrade to its lighting and shader engine
             | in 4.x
        
             | naet wrote:
             | If you have a nice engine that helps with beautiful
             | lighting / shadows, dynamic range, good animation rigging,
             | or other useful tools related to graphics and visuals, it
             | will be easier for you to make a "beautiful" game with less
             | work than if you have to try and bring some of those things
             | yourself.
             | 
             | It is true that people make stunning games even with janky
             | engines by using great art and design. But the easier it is
             | to implement your vision for graphics, the more likely
             | you'll reach that level.
        
           | EarthLaunch wrote:
           | I think three.js is that.
           | 
           | - All of the above except language
           | 
           | - Library rather than engine
           | 
           | I've had really good luck with it versus Babylon or Unity.
        
             | iFire wrote:
             | Let's be fair to three.js, the comparison would be to
             | aframe.
             | 
             | https://aframe.io/ or similar projects.
             | 
             | (Godot Engine Maintainer)
        
               | EarthLaunch wrote:
               | Thank you so much for your work on Godot.
               | 
               | You are right, though I think all three can be compared,
               | depending on the type of project. Unity is on the decline
               | and I would be happy for Godot to become the future for
               | those types of games.
        
             | peoplefromibiza wrote:
             | > I think three.js is that.
             | 
             | three.js doesn't produce native multi platform apps for
             | desktop and mobile.
        
               | EarthLaunch wrote:
               | The mobile builds are its killer app, in my view as a
               | gamedev. Unity has lost the plot in many ways. Desktop
               | builds are important too, but there's competition there
               | if you consider browser/electron as a desktop platform,
               | plus Unreal. But Godot is the exclusive up-and-coming
               | competition in mobile builds (that I am aware of; granted
               | I am not a mobile dev).
        
             | naet wrote:
             | Three.js is a 3d graphics library, not a game engine. You
             | can use it to render your game but it doesn't bring the
             | same things as Unity or Babylon.
             | 
             | I have often worked directly with an html canvas and some
             | javascript to make 2d web games. It works well for me and I
             | enjoy it, but I wouldn't call it a "game engine" either.
        
       | arran-nz wrote:
       | Stoked! I think I'll continue on my Godot VR Project now that
       | Label3D and Textmesh are implemented - Text within the scene is
       | vital for VR Debugging.
        
       | iwebdevfromhome wrote:
       | How is the support nowadays to export your game to mobile, anyone
       | knows?
        
         | [deleted]
        
       | robrtsql wrote:
       | > Physics interpolation in 3D
       | 
       | This is huge. Initially, Godot didn't support any interpolation,
       | which meant you either ignore fps altogether (and your game
       | literally plays slower, and therefore differently, if the game
       | slows down from 60 to 30 fps), or you move physics code to the
       | _physics_process() and suffer from stutter/jitter because the
       | physics code and the rendering code slowly drift out of sync.
       | Amazing!
       | 
       | EDIT: I forgot to mention the _third_ possiblity, which is that
       | you write a bunch of custom code in GDScript or C++ which
       | attempts to do the interpolation.
        
         | IshKebab wrote:
         | Why couldn't you just run physics at the graphics frame rate
         | (or double it if the graphics becomes too slow)? I don't think
         | many games need fully deterministic physics do they?
         | 
         | Like                   x += v * dt         draw(x)
         | 
         | Or is that what this does?
        
           | spacehunt wrote:
           | Collision detection is a major reason. If you only sample
           | positions at the frame rate, you're going to have bullets go
           | through walls without hitting anything.
           | 
           | Also, physics is costly to run, so usually it's not run on
           | every frame.
        
             | wongarsu wrote:
             | And you really want your collision detection to be
             | reasonably deterministic. Reasonable frame rates range from
             | 30fps to 240fps, which is nearly an order of magnitude, and
             | you want your bullets to behave the same over that range.
        
       | sdkgames wrote:
       | TLDR: The problem with Godot is that it tries to be everything to
       | everyone.
       | 
       | They made an engine, an editor (a text editor, resource editor,
       | debugger ...), invented a new language. They "support" export to
       | almost all popular OS platforms. But in my opinion it's lacking
       | in quality. The engine is slow (old style based on OOP), the
       | editor is buggy, the language (GDScript) doesn't have the
       | features of a modern scripting language.
       | 
       | But it's certainly good for rapid prototyping and learning.
        
       | TheMagicHorsey wrote:
       | Godot is a fantastic project.
       | 
       | But, I really wish it was written in something other than C++. I
       | really can't bring myself to go back to programming C++ again
       | after a decade away using more recent languages like Go and Rust.
       | I even find deciphering the types of variables to be painful when
       | reading C++ code these days.
        
         | hiccuphippo wrote:
         | You don't need to program in C++ to use Godot. It has its own
         | scripting language (gdscript) and you can use C# as well.
        
         | demindiro wrote:
         | IMO the issue is not that Godot uses C++, it's that they refuse
         | to use a standard more recent than C++03.
         | 
         | Being able to use `auto` would make the code already a lot less
         | verbose IMO.
        
           | iFire wrote:
           | Godot uses c++ 17 in master.
           | 
           | Autos and lambdas are not allowed from a style guide
           | decision.
        
         | UnpossibleJim wrote:
         | If you're looking to an up and coming game engine project,
         | there's "Bevy", which is an ECS game engine (like Unreal)
         | that's also open sourced, which is Rust based:
         | 
         | https://bevyengine.org/learn/book/introduction/
         | 
         | They aren't at first release yet. I think they're at 0.8, and
         | I'm unsure as to their contribution structure, but read their
         | documentation. It's in there I hope.
        
           | ChadNauseam wrote:
           | I've contributed to bevy, you can just make a PR for
           | something small, or an RFC for something big.
           | 
           | While I'm here, I might as well give my $0.02 about bevy.
           | It's got an amazingly sturdy foundation, but it lacks
           | essential game engine features like asset preprocessing and
           | render postprocessing stacks. Those are both slated to land
           | in time for 0.9, which should put it ahead of most OSS
           | engines.
           | 
           | Currently, there's also some very annoying stuff related to
           | managing when and in what order systems run. There's a
           | mostly-done big refactor called "stageless" which totally
           | fixes this, but it touches a lot of code and needs to be
           | merged. I'll quite be happy if that makes it into 0.9 too.
           | 
           | There are lots of other features missing, like everything UI,
           | but these are the near-term changes and should put it in a
           | good place for future growth.
        
         | netr0ute wrote:
         | I can't tell if this is a GPT-3 comment or not.
        
           | yodon wrote:
           | Please don't cast GPT-3 aspersions on people or posts, they
           | add nothing to the discussion and are rarely if ever correct.
           | This one certainly is not.
           | 
           | The commenter is lamenting that they don't feel comfortable
           | contributing to an open source project that they use because
           | of the language choice of the project. It's far easier to
           | simply write the couple of sentences involved than to coax
           | GPT-3 to do it. Your apparent inability to understand the
           | commenter's point doesn't make the commenter an algorithm.
           | The correct response, if you are puzzled by a comment, is to
           | ask a respectful question about the comment.
           | 
           | "Assume the best interpretation of a comment" is a core
           | assumption that HN readers are asked to make when reading and
           | commenting on threads, and it's a remarkably good place to
           | start here.
        
           | TheMagicHorsey wrote:
           | Well, that comment is definitely GPT-3.
        
         | nkozyra wrote:
         | Why are you worried about the language it's written in? You
         | have a few options when it comes to which languages to use when
         | working in it.
        
           | TheMagicHorsey wrote:
           | I mean to contribute.
        
             | m0llusk wrote:
             | You might want to check out the code. I was unsure at
             | first, but have found the code to be well structured,
             | commented, and formatted such that it is relatively easy to
             | see what is going on and make significant changes.
        
       | NewsyJake428 wrote:
       | Anyone else getting server errors?
        
       | markus_zhang wrote:
       | I'm seriously considering trying it out. Is support on C++
       | development very good? Because I don't want to learn the
       | scripting language.
        
       | the_duke wrote:
       | Not my field of work, but I'm curious.
       | 
       | From what I'm hearing Unreal is establishing a big lead over the
       | competition with things like Lumen, face model generation
       | (Metahuman?), asset libraries, ML assisted images/video to model
       | converters, very polished editor tooling ,world builders, ...
       | 
       | All things that take a lot of money to make.
       | 
       | Is there any chance to compete in the near or medium term for
       | things like Unity or Godot? Outside of small indie studios or
       | hobbyists that is.
        
         | netr0ute wrote:
         | > All things that take a lot of money to make.
         | 
         | Untrue, as shown by numerous FOSS projects run by volunteers.
        
           | qznc wrote:
           | I'd say Godot is the best FOSS can offer and it is clearly
           | behind Unreal. This, True.
        
             | fezfight wrote:
             | Blender (and Linux) is possibly the best thing FOSS can
             | offer.
        
         | jayd16 wrote:
         | This is kind of like looking at a race car and wondering how
         | anything else can compete. First off, Unity and Godot have
         | different license models from Unreal. There's room just based
         | on that. Moreover, a lot of the fancy new stuff doesn't run
         | well or at all on mobile, a huge segment of the market. I'm not
         | saying Unity or Godot have it easy but there's still a lot of
         | room in the market.
        
           | djmips wrote:
           | The race car analogy can be extended in that UE4 doesn't even
           | give you a competitive F1 car but it's marketed as such. AAA
           | companies outside of Epic using UE4 have spent a kings ransom
           | on customizations to tailor it for console. Much like top F1
           | teams just getting an engine doesn't put you out front
           | without a bunch more work. Nevertheless, this is only a
           | problem if you think you can take UE4 and a small team and
           | make a AAA game that's pushing lots of polys on older
           | consoles at high fps without extra work.
        
             | danbolt wrote:
             | I'm a little surprised you're being downvoted. There might
             | be a bit of hyperbole in your words, but no game engine is
             | entirely off-the-shelf per-game. Or, idiomatic code suited
             | to an engine always requires a bit of elbow grease to be
             | ready for shipping.
        
           | malikNF wrote:
           | >This is kind of like looking at a race car and wondering how
           | anything else can compete
           | 
           | Sorry I have nothing else to add to your comment, but I just
           | wanted to say I love your analogy. I am stealing this one.
        
         | _hao wrote:
         | Unreal is ahead for a couple of reasons (mainly historical +
         | money) and they target industries outside of games as well now
         | - namely film productions.
         | 
         | With that said most big AAA companies still use their
         | proprietary game engines and I don't see that changing. General
         | purpose engines like Unreal/Unity/Godot have their place of
         | course, but to use the full set of features of Unreal you need
         | a big team anyways, so comparing it to Unity and Godot doesn't
         | seem right to me at least. Godot is slowly eating Unity's lunch
         | though. Especially given the direction that Unity has taken
         | after their IPO they might be in trouble in the near future.
         | 
         | Also there are some crazy people (like me) that just write
         | their own engines for the projects they are doing and here's
         | hoping that in time our number will actually grow. It would be
         | very sad if the game engine world ends up like the OS or
         | browser world for example.
        
           | klodolph wrote:
           | Crazy people writing their own engines--growing in absolute
           | numbers, shrinking in relative numbers.
        
           | arocketman wrote:
           | I am not sure about the "I don't see that changing". CD
           | projekt red has adopted unreal engine leaving behind the
           | engine they built AAA games such as The Witcher 3. I can see
           | a future where more gaming houses adopt the engine as well.
        
             | _hao wrote:
             | There are good arguments from both sides of the fence in
             | the "generic solution" VS "custom solution" debate. I think
             | the decision should be made on a case by case basis after
             | sufficient analysis has been conducted. For example, I
             | wouldn't do an RTS/Total War type game in either of the 3
             | aforementioned engines. Also it should be noted that sign
             | of the times is that we'll be getting less AAA games, not
             | more. It's clear that those huge budget games carry
             | substantial risk if not successful (hence early incremental
             | updates, DLC, mico-transactions etc.) and studios are weary
             | of that.
             | 
             | For CD Project the move to Unreal might make sense just
             | from labour market perspective - it's easier to hire
             | programmers for Unreal than to train programmers to learn
             | and develop your own in-house engine. Larger community and
             | support already exists for Unreal etc. That move will
             | affect their bottom line on their next games though. 5% is
             | nothing to scoff at for a big product from a big company.
             | 
             | In any case, I'd advise caution to companies relying
             | entirely on a single platform for their business. To echo
             | my previous statement choosing only between Android and iOS
             | for mobile is an illusion of choice. If you're a mobile
             | game dev your entire business relies on two relatively
             | hostile companies.
        
         | jsf01 wrote:
         | Not my field of work either but my understanding is that Unity,
         | as a public company, should have no trouble competing with
         | Unreal where cost is the limiting factor. They've got plenty of
         | resources. Godot on the other hand has a totally different
         | audience. So while they have far fewer resources/staff to throw
         | at their product, they don't need to try to achieve feature
         | parity with Unity and Unreal. Part of why hobbyists and small
         | studios enjoy working in Godot is its simplicity.
        
         | naet wrote:
         | Unity is still extremely popular. The Unreal vs Unity engine
         | debate has raged with plenty of people on both sides for years
         | now all over game dev forums.
         | 
         | I don't have any exact stats offhand, but I believe there are
         | plenty of big games recently published that were developed on
         | Unity. The only examples I remember rn are Fortnite (Unreal,
         | but sort of doesn't count because it's made by Epic Games, the
         | makers of the engine...) and Fall Guys (Unity).
         | 
         | Unreal may have an edge on certain areas, and might have a
         | slight edge with AAA level game producers that haven't built
         | their own engine... but Unity has a possible edge in ease of
         | use, a very popular asset store ecosystem, etc that make it
         | arguably better for certain projects. See above examples,
         | Fortnite and Fall Guys both chose their engines appropriate to
         | their teams and project sizes.
         | 
         | Godot is for sure more indie, but has a pretty good trend
         | upwards. Unity had some bad press recently after the merge /
         | acquisition that may push a percentage of their market share
         | towards Godot.
        
           | BoorishBears wrote:
           | As someone who's been following that debate since the Unity
           | 2.x days, I'd say Unreal might start to pick up steam once
           | "Verse" drops
           | 
           | That's their purported scripting language for Unreal. By far
           | the most "serious hobbyist" unfriendly aspect of Unreal has
           | always been the heavy macro based C++. They tend to be people
           | who don't like the idea of visual programming, so hate
           | Blueprints (no hat in this race, I think they're ok), and
           | have come from the cushy tooling you get with C# like Rider
           | 
           | Verse has a good chance to give Unreal a fresh start with
           | some tight focused tooling and good ergonomics.
           | 
           | It's also a little ironic to say that since that's the
           | opposite story of Unity, which dropped Boo and "Unityscript"
           | to great effect... but that's how daunting C++ is for some
           | people
        
           | spywaregorilla wrote:
           | Unreal has titles like Borderlands, Street fighter, Kingdom
           | Hearts, and XCOM
           | 
           | List
           | https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
        
         | lux wrote:
         | I would assume Unity has something in the works internally, but
         | it looks like someone is creating a Nanite/Lumen equivalent for
         | Unity here:
         | 
         | https://www.indiegogo.com/projects/the-unity-improver-nano-t...
         | 
         | As for Metahumans, Unity has started on an equivalent of that
         | too:
         | 
         | https://assetstore.unity.com/packages/essentials/tutorial-pr...
         | 
         | Character Creator is also looking like they're stepping up
         | their game to match Metahumans:
         | 
         | https://www.reallusion.com/character-creator/default.html
         | 
         | That said, I'd love to see these things come to Godot
         | specifically, including performance on the level of Unity
         | ECS/DOTS.
        
       | [deleted]
        
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