[HN Gopher] W4 Games raises $15M to drive video game development...
       ___________________________________________________________________
        
       W4 Games raises $15M to drive video game development with Godot
       Engine
        
       Author : j_maffe
       Score  : 400 points
       Date   : 2023-12-09 10:55 UTC (12 hours ago)
        
 (HTM) web link (w4games.com)
 (TXT) w3m dump (w4games.com)
        
       | anonylizard wrote:
       | Is this some VC's pouncing on Unity's missteps? How serious was
       | the damage to Unity's credibility after the installation fee
       | disaster? How big is the moat for unity?
        
         | truegoric wrote:
         | It kinda does sound like EEE.
         | 
         | ,,W4 Games will strengthen our role within the Godot ecosystem
         | by supporting its open-source development and continuing to
         | build products and services to facilitate Godot's expansion,
         | such as W4 Consoles (an approved middleware console porting
         | solution for Godot games) and W4 Cloud (multi-tenant service to
         | support millions of users)."
        
           | Vespasian wrote:
           | Getting game engines in console and providing support for
           | developers is certainly a business. I've met some people who
           | brought their custom (more simple ) engines/games to consoles
           | and there is money in providing a ready made solution which,
           | by the nature of it, cannot be open source or permissive.
           | 
           | The main question is it the "10x in 3 years" kind of business
           | or the "steady stream of a small medim profit" variety.
        
           | SXX wrote:
           | It's not EEE because W4 Games actually founded by some of top
           | Godot contributors who continue to work on FOSS version as
           | well. There just some things you can't have open source like
           | console platform support code.
        
         | arjonagelhout wrote:
         | Unity still has a more mature product compared to Godot, so for
         | many projects it won't be feasible to switch to Godot.
         | 
         | Unity is easier to use, has more fully featured and higher
         | quality rendering pipelines, more integrations with other
         | software, a larger asset store and the ability to quickly add
         | advertisements to a game using Unity Ads. (etcetera)
         | 
         | That said, we stopped using Unity because of the term changes
         | and are now focusing on building a custom game engine, but our
         | use case is way different than game studios.
         | 
         | In game studios it's a numbers game. e.g. How much does it cost
         | to retrain our staff to switch to a different engine versus the
         | benefits. From what I can see, Unity has not yet made its
         | product so unattractive that it won't be used for future
         | productions.
        
         | pjmlp wrote:
         | It is business as usual for big studios, maybe a couple of
         | indies decided to port their games to GDScript or do not care
         | about the platforms where C#/Godot isn't available.
        
         | broken_clock wrote:
         | Godot currently doesn't even have good support for things like
         | in-app purchases for iOS/Android. No one is willing to work on
         | stuff like that for free/open-source fun.
         | 
         | I think the big moat is that for studios, games are so risky to
         | make, that there's no reason to take on tech risk by possibly
         | running into issues like this. You know Unity will work for
         | basically any non AAA game you want to make.
         | 
         | Hopefully this $15m closes that gap.
        
           | nightowl_games wrote:
           | Google Play IAP: https://github.com/godotengine/godot-google-
           | play-billing
           | 
           | iOS IAP: https://github.com/godotengine/godot-ios-plugins
        
             | username256 wrote:
             | The iOS one is unmaintained and has been for a while (it
             | still doesn't officially support Godot 4.x). Supposedly it
             | should be maintained again by EOY but we've yet to see any
             | progress on it.
        
               | nightowl_games wrote:
               | Maintaining this yourself is trivial. We sell IAPS on
               | Android, iOS, Steam & XSolla in the Godot game engine.
               | Android and iOS are the easiest. This is really, really
               | minor stuff we're talking about here.
        
               | broken_clock wrote:
               | Maybe you can write a blog post or a reddit thread?
               | 
               | There were a bunch of people asking about it on Discord
               | for Godot 4, and some confused reddit threads offering to
               | pay people for a tutorial:
               | 
               | https://www.reddit.com/r/godot/comments/11vxeo7/can_i_ple
               | ase...
               | 
               | https://old.reddit.com/r/godot/comments/13ka6qc/will_pay_
               | to_...
        
         | npinsker wrote:
         | Their moat is massive for mobile apps.
         | 
         | For PC + console, I think their clock is ticking. Godot has
         | many disadvantages (fewer features, large performance problems,
         | asset store, poor UI) but they'll eventually fix them and
         | perhaps become the dominant engine. The only question is how
         | much further ahead Unity will be.
        
           | nightowl_games wrote:
           | The moat is massive for console games, mobile games on Godot
           | work great. We have 2 high quality Godot based mobile games
           | in production on iOS/google play/steam right now.
           | 
           | Unity has very few advantages over Godot on mobile.
        
       | Vespasian wrote:
       | 1. Congratulations to them. Godot is some great piece of open
       | source software and everything that strengthens it is beneficial
       | to the market segment as a whole.
       | 
       | 2. Given the list and impact of 3rd party contributors and the
       | absence of a CLA I think there is little ability for them to
       | change the licensee in the future to something proprietary (nor
       | is there any indication that the current key people at W4/Godot
       | would want to do something like this)
       | 
       | 3. That said, how do the venture capital companies hope that W4
       | makes them back their investment and a healthy profit on top. To
       | be crystal clear, there is nothing wrong with that but I would
       | like have it out in the open before. "Console support" seems a
       | little bit thin although I'm ready to admit that I may not know
       | enough about the industry.
       | 
       | If anyone could provide some additional information I'd be very
       | thankful.
       | 
       | Edit: personally I prefer the open stewardship model like Blender
       | or the Linux foundation where it is clear that Major financial
       | contributors expect to get software for their own businesses out
       | of it and support an open project in order to share costs and
       | have a say in the direction it takes.
        
         | nicoburns wrote:
         | Godot seems to be MIT licensed. So anyone is free to create a
         | proprietary fork if they want to. I can't imagine this will be
         | a problem as I suspect that the community is large enough that
         | development of the OSS version would continue anyway, but the
         | lack of CLA doesn't seem relevant here.
        
           | Vespasian wrote:
           | Yeah that's true.
        
         | Buttons840 wrote:
         | > "Console support" seems a little bit thin
         | 
         | Look at it this way: There's a good chance that more console
         | games will be published using Godot than any other engine.
        
         | 255kb wrote:
         | Reading the FAQ it seems they are not affiliated with Godot,
         | nor control any of it aspects. https://w4games.com/faq/ It
         | seems they plan (https://w4games.com/products/) to make money
         | by creating a BaaS/SaaS platform and selling tools to make the
         | Godot games easier to port to consoles.
        
           | Vespasian wrote:
           | Thank you for pointing that out. That seems like it could be
           | a profitable idea.
           | 
           | It seems like 2 of the 4 founders are also members ins the
           | Godot board of directors and if I recall W4 has a strong
           | voice in the Godot development team.
           | 
           | Maybe I'm just to pessimistic these days. (That speaks for
           | Godot being a good project people care about).
        
             | 255kb wrote:
             | > It seems like 2 of the 4 founders are also members ins
             | the Godot board of directors and if I recall W4 has a
             | strong voice in the Godot development team.
             | 
             | I missed that. I'm glad if Godot remains independent. VC
             | funded OSS projects do not have a track record of remaining
             | open-source.
        
             | blensor wrote:
             | I don't have any up to date information on the path W4 will
             | go, but Juan and Remi have always been very clear that they
             | have no plans to change anything in how Godot is licensed
             | nor would they be able to.
             | 
             | I did not expect W4 to get that much funding, but at it's
             | current trajectory I could imagine it becoming a kind of
             | publisher of Godot games. This is completely without any
             | evidence, just my gut feeling.
             | 
             | I could also see them provide the kind of SaaS backend
             | tools one needs to publish a game ( Network backend,
             | payments, content delivery )
        
           | janosdebugs wrote:
           | They are affiliated in as far as one of the original Godot
           | authors is the one of the founders of W4 (Juan Linietsky).
           | However, I think it would help avoid misunderstandings if W4
           | communicated clearly how much they are dedicating to open
           | source development and how much is closed source stuff only
           | related to Godot.
        
           | doctorpangloss wrote:
           | That would be putting the cart before the horse, no games yet
           | worth porting, so obviously so, it couldn't be the reason for
           | the investment.
           | 
           | They just like the guy.
           | 
           | He's now raised $23m publicly for the entity. Improbable said
           | they raised $500m, I don't know what reality was, but I'm
           | sure it was similar.
           | 
           | It's a lot of money for sure, I wonder what risky stuff they
           | will spend it on. We have a lot of options for game
           | development and we also had a lot of options for multiplayer
           | engineering.
           | 
           | If you were a brilliant engineer, would you sign up for "port
           | games to consoles?" I don't know. So I'm sure there's
           | something really visionary behind the fundraising that hasn't
           | been said publicly.
        
             | dazaidesu wrote:
             | Chicken and egg problem, no games worth porting because
             | games look at the engine and are like "oh you can't do
             | console? i'm out". Part of making godot an industry
             | standard is first making sure it has industry standard
             | capabilities.
        
         | Hamcha wrote:
         | Console support and porting effort in general is the main biz
         | of some companies, the most popular being M2 (mostly emulators)
         | and MP2 Games (handles Clickteam Fusion ports to console like
         | Freedom Planet, Baba is You), but there are many other smaller
         | studios. They mostly seem to have their own proprietary tech.
         | That kinda work also can't be open source as official console
         | SDKs are expensive and covered by NDAs.
         | 
         | If the next Undertale/Minecraft gets built in Godot, W4 Games
         | would be the easiest way to get that game to consoles and rack
         | in tons of royalties, so I think the investment is justified
         | (though hoping it doesn't poison Godot in some way)
        
           | tormeh wrote:
           | It's a decent consulting business, but where's the moat? I
           | don't see the case for VC money. This seems more appropriate
           | for a bank loan or something.
        
           | starkparker wrote:
           | Console porting is essentially why the Godot co-founders
           | formed W4: https://w4games.com/2023/02/28/godot-support-for-
           | consoles-is...
           | 
           | > W4 Games is working on a complementary offering that is
           | simpler in nature. We are developing and plan to offer fully
           | middleware approved console ports for all platforms
           | (Nintendo, Microsoft and Sony). This will place Godot in the
           | same category (and offer the same assurances) as the large
           | commercial game engines.
           | 
           | > Instead of offering porting services (which are still
           | required by many developers and publishers), W4 Games will
           | offer fully working console ports. These ports are intended
           | to be middleware approved, meaning that the console
           | manufacturer approves the port and certifies that it meets
           | the required standards of quality, as well as supporting the
           | full (or as close as possible) feature set of the console,
           | including full integration to the console SDKs (for ease of
           | development and deployment).
        
         | blagie wrote:
         | I have no insider information, and I know little about this
         | transaction.
         | 
         | However, I have done COSS business models before. This sort of
         | thing is ridiculously easy to monetize. You can look at Red
         | Hat, MongoDB, and many other platforms to see how this works.
         | The key is usually services.
         | 
         | Broadly, there are two types of service contracts:
         | 
         | - Low-cost. Find developers / support people / admins / ... in
         | India for $10-$100/day.
         | 
         | - High-quality / money is not a issue. Find the best people
         | (think BCG, McKinsey, law firms, boutique UX consultancies) and
         | pay them $500/hour.
         | 
         | Something like Godot is used a lot in places you wouldn't
         | expect. Major video games and kids learning are the high-
         | visibility uses, but there's a lot of game-like systems used in
         | corporate, military, and government settings built on systems
         | like Godot, Unity, and Unreal Engine.
         | 
         | If you're developing an experimental airplane which _must_
         | work, costs hundreds of millions of dollars, and hinges on a
         | pilot training system being developed, or you're making a
         | marketing tool in a winner-takes-all-market worth a billion,
         | you're very much in the later category of shops you'll
         | outsource to.
         | 
         | If you're the major developer or contributor to an open
         | ecosystem, you become the go-to shop for the latter. If
         | something needs fixing in the core tool to make the app you're
         | developing work, you have people in-house who can fix it.
         | 
         | A lot of these are also places with less than impressive
         | competence to vet vendors (most specialize in another
         | industry), and "major developer of Godot" is an easy way to not
         | screw it up. It's the same reason people hire name-brand law
         | firms or management consulting firms: it's not the best choice,
         | but if you don't know better and need a problem solved, it's a
         | safe choice.
        
         | kdamica wrote:
         | An asset store might be the fastest way to build a platform
         | that makes money for them.
        
       | jayceedenton wrote:
       | I don't know anything about game engines, but always assumed that
       | Godot was limited to simpler games. A lot of people seem to be
       | pushing for Godot to replace Unity after the recent licensing
       | shambles.
       | 
       | Is it really possible to build games line Cities Skylines,
       | Subnautica, Rust, Outer Wilds, KSP, Ori... in Godot? Is this more
       | of a long term ambition at this point, or is it possible for this
       | kind of game to be built in Godot today?
        
         | rowanG077 wrote:
         | From a cursory search it seems there are large games build in
         | Godot. Sonic Colors: Ultimate seems to be an example.
        
           | username256 wrote:
           | It's the only example so far (if we consider this poor remake
           | a "large" game). And the team behind (Blind Squirrel) didn't
           | use Godot as-is, they had to rewrite most of the core
           | graphics area.
           | 
           | It will be a while until we see AA / AAA games in Godot, it's
           | missing too much right now to be viable in the 3D space
           | (again, for AA/AAA. For indies, sure, why not). One day,
           | certainly, I hope so, but not today nor tomorrow.
        
             | rowanG077 wrote:
             | I think no large games use an engine as-is, they will
             | always extend and change it in some ways to make it fit
             | their game. Besides the question was not about AA/AAA
             | games. Unity also did not fill that segment. The question
             | was whether Godot will be able to fill the space Unity has.
             | And I don't think it can currently. But with more
             | development it definitely could. The last time I used unity
             | I was very appalled by how bad it actually was, I admit
             | this is something like 5 years ago but I doubt it has
             | changed.
        
         | Kelteseth wrote:
         | To replace Unity? Yes, and if there is something missing, you
         | just clone Godot and fix it yourself. I can compile the whole
         | engine in 2 minutes. There are currently some limitations for
         | AAA games in the rendering pipeline, see Clay John's nice talk
         | about this, from the last Godot con[1]. For example, at the
         | company I work for we use Godot 4 to recreate Google Earth with
         | OSM data :)
         | 
         | [1] https://www.youtube.com/watch?v=MW3IFMvDTCY
        
           | dash2 wrote:
           | > if there is something missing, you just clone Godot and fix
           | it yourself
           | 
           | "just"?
        
             | Kelteseth wrote:
             | Well, I mean source code is easier to read that Unreal. And
             | Unity does not even provide source code, so you have to
             | wait until they fix the issue for you. In addition, the
             | Godot community is really helpful, if you provide an
             | example project with your problem.
        
               | Karliss wrote:
               | Unity sells source code access, it's in the "contact us
               | for quote" category. But that's how many B2B services
               | work, including some of the most widely used commercial
               | game middleware.
               | 
               | Also large portion of first party Unity subsystems which
               | you install through builtin package manger (I am not
               | talking about third party asset store stuff) is available
               | in source code form under relatively nonrestrictive Unity
               | Companion License to anyone. Don't need the Enterprise
               | plan or additional payments for that. For those modules
               | you can not only read and modify the source code, but you
               | can even openly distribute your modified versions. The
               | biggest restriction of this license is that you can only
               | use that source code in combination with Unity, you can't
               | port it to different engines. And in many cases where I
               | read it, to better understand how to correctly use the
               | library or avoid a bug, it was quite readable.
               | 
               | So overall access to source code isn't the main obstacle
               | for game developers to fix the problem in Unity, spending
               | time fixing things and afterwards maintaining a modified
               | version is.
        
               | lukeschlather wrote:
               | I have personally had issues where I wanted to read the
               | Unity source code but couldn't. And I suspect it wouldn't
               | have been worth the cost in my case. There's really no
               | substitute for shared source. Truly open source isn't
               | necessarily better; modifying it is not often realistic,
               | but having to pay just to read it is a big stumbling
               | block.
        
             | gkbrk wrote:
             | Much easier than waiting for a suitable job opening at
             | Unity, getting a job at Unity, and then just cloning Unity
             | and fixing things yourself.
        
             | IshKebab wrote:
             | Oh yeah, haven't you heard? All open source software is
             | intrinsically flawless because you can _just_ fork it.
        
               | fbdab103 wrote:
               | I think patching a game engine is fairly common in the
               | industry. Games are not on a dependency update treadmill.
               | They pick a version, and barring some external crisis,
               | there is no reason to upgrade anything ever. If there is
               | one bug affecting rendering or speed from the underlying
               | engine, it can be worth finding it yourself.
        
         | Macha wrote:
         | Unity itself was once seen as the "mobile and hobbyist
         | platform" compared to "big kid engines" like frostbite,
         | cryengine and unreal.
         | 
         | I think Godot is there, and they are seeing the start of
         | adoption by AAA devs even before the Unity licensing
         | shenanigans. But as Unity's own rise shows, it's not going to
         | be a matter of flipping a switch and having comparable share
         | amongst big games tomorrow.
         | 
         | It's probably also worth mentioning that it's possible to build
         | pretty much any game in any framework, or without, it's just a
         | matter of time and effort. Like LWJGL still is seen as a "toy"
         | framework despite being in one of the most successful video
         | games of all time (Minecraft). Factorio used just Allegro as a
         | layer on top of SDL before migrating to bare SDL2. Conversely,
         | many of the technical problems for KSP1 or Cities Skylines 2
         | have been attributed to Unity being a poor fit, despite being
         | widely recognised as having "made it" into the "real engines"
         | tier. There were also some EA developers with not very nice
         | things to say about frostbite for games that don't look like
         | Battlefield in the era where EA was pushing for all their devs
         | to adopt it.
        
           | Vespasian wrote:
           | I wonder whether that is because most games are projects with
           | a clear endpoint after which development mostly stops.
           | 
           | That allows developers to experiment a little bit (internally
           | or with smaller projects) and hedge their bets.
           | 
           | If there is language compatibility (e.g. C# ) and your
           | reusable components are somewhat sensibly designed (if only
           | to mitigate update risks in your initial engine) it's
           | feasible to think about switching for your next game (unless
           | say in with service product that is expected to run
           | indefinitely)
        
             | Macha wrote:
             | The counterpoint to this is many studios are sequel
             | factories, or producing games that are at least broadly in
             | the same genre continuously, and each game starts as a fork
             | of the last, which is how you end up with things like the
             | COD engine or Source 2 having a direct lineage to engines
             | from 90s quake games. So "Assassins Creed: Odyssey" may not
             | be an ongoing service, but "Assassins Creed" is, and tech
             | carries forward from one to the next.
        
           | zenbowman wrote:
           | Exactly. I used Unity starting from almost the first release,
           | and attended Unite in 2007.
           | 
           | Unity was seen as a hobby engine then, we used it for the
           | web, but for desktop used Unreal. Godot today is way ahead of
           | where Unity was in 2007ish.
        
         | mattlondon wrote:
         | As far as I am aware, there is nothing intrinsically preventing
         | people using it.
         | 
         | I have no experience in building big titles or even commercial
         | games, but I see no obvious "blockers" to building a large and
         | complex 3d game. It's not like Godot itself limits you to only
         | doing basic 2d platformers or whatever - it seems as flexible
         | and power as unity.
         | 
         | Sure you might not have all the same eye candy as the very
         | latest unreal engine or whatever, so AAA quality titles might
         | be out, and I am not sure what the multiplayer stack is like,
         | but it seems like the fundamentals are there and so there is
         | nothing to hold people back.
        
         | KronisLV wrote:
         | > Is it really possible to build games line Cities Skylines,
         | Subnautica, Rust, Outer Wilds, KSP, Ori... in Godot? Is this
         | more of a long term ambition at this point, or is it possible
         | for this kind of game to be built in Godot today?
         | 
         | This might be a bit silly, but when it comes to engines and
         | tools in regards to graphical fidelity and larger projects, I
         | like to think of it in 3 broad categories:                 *
         | Impossible - you're not making the next Crysis in GameMaker,
         | Construct, or RPG Maker. Period.       * Unviable - you could
         | technically rip out and replace 50% of jMonkeyEngine or NeoAxis
         | with something more performant and better, if you had near-
         | unlimited resources; except we both know it's not happening.
         | * Viable - you could take an off-the-shelf engine like Unity or
         | Unreal and with a large amount of work achieve your goals, with
         | varying degrees of success.
         | 
         | Godot was strictly in the "unviable" group during its 2.X and
         | 3.X releases, but is getting better now (new renderer, nice LOD
         | functionality, good C# support in addition to GDScript when you
         | don't want to program gameplay in C++) and thanks to community
         | efforts missing functionality is also getting added (like the
         | terrain plugins, the older of which were sometimes quite
         | broken): https://godotengine.org/asset-library/asset It still
         | doesn't have that big of a commercial ecosystem around it (like
         | Unity does) and still feels a bit half baked at times and
         | getting the same things you could get out of Unity or Unreal
         | working would take more work for larger projects... but it
         | feels more and more doable.
         | 
         | Then again, currently Godot is hands down better for smaller
         | projects, a lot of indie games, game jam games and quick
         | prototyping, both Unity and Unreal feel too sluggish and
         | heavyweight for that (and Unity in particular is a mess because
         | of the whole legacy pipeline/URP/HDRP situation, DOTS, multiple
         | input systems, multiple UI solutions and just so much
         | fragmentation). Not every game needs to have the scale of the
         | ones previously listed, actually most don't and should better
         | manage their scope and could still be wildly successful.
         | 
         | Overall, it feels trending upwards and I'm curious to see where
         | Godot will be in 5-10 years. If you tried right now, you'd just
         | have all the normal early adopter struggles.
        
         | Applejinx wrote:
         | I would guess medium term, short term if there's a specific
         | roadblock that happens to get a lot of attention. My
         | understanding is that Unity's got certain things in a more
         | sophisticated but less elegant form, where Godot seems to want
         | to do everything 'correctly' even if it imposes performance
         | penalties.
         | 
         | Making Godot, less 'klugey' but less performant.
         | 
         | The trouble with maximizing Unity the way professional devs do,
         | is that you have to know which kluges to use and which to
         | avoid. It's somewhat impractical and the end result still isn't
         | that awesome: some of those games you mention are hitting a
         | performance wall even though they're in Unity.
         | 
         | I don't think Godot is really on par with Unity in the 3d
         | performant space in all respects, but I think that could change
         | quickly, and what _will_ happen is that it 'll catch up over
         | the medium term without going totally klugey. I'd give it a
         | couple years to get there. Right now I think you'd have to
         | design around what's not currently performant enough.
        
       | omneity wrote:
       | I hope for Godot to remain true to itself over time. Unity was
       | the indie upstart at one point, just like Godot is now.
       | 
       | Penpot/Figma story all over ... I hope not.
        
         | CodeSgt wrote:
         | Unity was never FOSS. Nor was Figma, to my knowledge
        
       | 255kb wrote:
       | I find the title rather confusing, as, after reading their FAQ
       | (https://w4games.com/faq/) it is clear that they don't own Godot.
       | They are building a traditional BaaS for gaming, specifically
       | targeted at Godot developers (and they may contribute to Godot
       | development, which doesn't make a real difference rearding
       | ownership).
        
         | Macha wrote:
         | The W4 founders are the project founders and many of the top
         | contributors to Godot Engine. Godot has always done what for me
         | is the right thing for the continued open source nature of the
         | project, including limiting any organisation's members on the
         | leadership committee, assigning trademark rights to a
         | foundation and not naming their company Godot Engine, LLC
         | (unlike, say, Gitea).
         | 
         | So structurally it's the safest open source project against a
         | future source available pivot, but there are some concerns such
         | as the separation of the Godot foundation from it's parent
         | organisation or a "de facto control" fork.
         | 
         | I think on the other hand, they do have a more clear selling
         | point vs do it yourself on the open source projects. For IP
         | reasons, console manufacturers don't permit the console
         | integration part to be open source, so that's the bit that W4
         | has that the open source project can never compete with (though
         | other companies building on the open source project could of
         | course build their own).
        
           | 255kb wrote:
           | Thank you for the precision. I guess the important part is
           | how Godot is currently organized and remains independent.
        
         | dazaidesu wrote:
         | They donate a lot of code back to the engine, w4 has already
         | contributed an entire directx renderer to the engine that they
         | needed to build out for their console porting efforts anyway.
        
       | famahar wrote:
       | Hoping for Godot to be the Blender of game development engines
       | one day.
        
       | Sirikon wrote:
       | Great, now Godot has a time bomb as well.
        
         | wg0 wrote:
         | "Investors"
        
       | definitelyhuman wrote:
       | Great to see more support for Godot! The lead VC and the company
       | pledges bode well for keeping the bulk of the new tech open I
       | think.
       | 
       | Biggest red flag is the lack of anyone with games pedigree. If
       | the goal is to crack the duopoly with a great FOSS engine
       | supported by paid BaaS + enterprise support plans, you're going
       | to need strong connections, partners, and knowledge of the real
       | product requirements. First sales will be pretty challenging, but
       | if they can get traction and ship great games there's certainly
       | an opportunity
        
       | wg0 wrote:
       | I'm not affiliated with the channel and they probably don't even
       | know I'm posting here but this[0] is a great entry point into
       | Godot Engine although I think the instruction style leads for it
       | to be more general and applicable to other engines or what a game
       | engine actually facilitates.
       | 
       | Great stuff.
       | 
       | [0]. https://youtu.be/nAh_Kx5Zh5Q
        
       | dgellow wrote:
       | Congratulations, that's a pretty impressive feat. It's fantastic
       | to see how fast things are developing. I may be wrong but the
       | current momentum to develop viable alternatives to the big
       | proprietary engines feels real and not just based on hype. We may
       | reach a point in a few years where Blender + Godot are basically
       | the go-to option for small to medium size studio, which is crazy
       | to think about given the state of game dev just 10-15 years ago.
       | 
       | At the same time I find it hard to not feel cynical when I see
       | that much money invested by a VC firm into an open source
       | project.
       | 
       | I wish the best to the Godot team, so far they have a been pretty
       | good at leading the project.
        
       | TheMagicHorsey wrote:
       | Godot is awesome, but I wish that when people start ambitious new
       | projects that are meant to last for decades they'd choose a
       | language that has more modern conveniences than C++. The compile
       | times suck. The language is such a complicated mess you have to
       | basically ban whole parts of the language from being used in the
       | project to make development palatable. I would even prefer C to
       | C++. I know Rust is probably a hard sell though.
        
         | dualogy wrote:
         | I'm guessing once Zig is at 1.x (breaking changes before then),
         | "real contenders" for C++ engines might shape up to on-par
         | within the first few years of that point. (I mean the subset of
         | such projects without prior or subsequent abandonment.)
         | 
         | > I would even prefer C to C++
         | 
         | Assuming you want to game-dev not engine-dev, the above is
         | quite the doable rule for your "C++" codebase under your own
         | oversight and maintenance even though including some C++ engine
         | and calling its APIs, right? (Apart from the fact that some-
         | not-all of them expose some capi `.h`s from what I've seen.)
         | 
         | Most of them might (assuming here I know) anyway tend toward
         | the lean-and-mean none-too-OOP way of doing things, data-
         | oriented designs etc.
         | 
         | My (newbie) C++ is C (structs + funcs) but with struct methods
         | and occasional light inheritance, aka Go-like (methods and
         | embeds). The std::string too seems alright-enough right now
         | (vs. a hand-rolled slice-of-T-being-uint8_t struct-making
         | macro) as long as there's no mass string handlings going on, in
         | which case it'll have to be evaluated more seriously.
        
         | bbkane wrote:
         | I think Godot started before Rust took off, so they didn't have
         | better alternatives then. The jury is still out on whether
         | other C++ competition has any staying power, and even Rust
         | still has some deficiencies compared to C++
        
       | numlock86 wrote:
       | Godot is great. I am afraid it's still a very long way before
       | they become for game development what Blender is for 3D modelling
       | these days. If it will even happen at all. So any improvement and
       | funding is more than welcome.
        
         | capableweb wrote:
         | > I am afraid it's still a very long way before they become for
         | game development what Blender is for 3D modelling these days
         | 
         | Makes sense. Blender is coming up to being 30 years old soon,
         | and it still isn't heavily embedded into the mainstream
         | pipelines, but it's getting closer every day.
         | 
         | By contrast, Godot is about 10 years old, but still has eaten
         | some of Unity's pie. Cannot wait to see how Godot is in about
         | 20 years, surely they will have surpassed Unity at that point
         | :)
        
           | Thaxll wrote:
           | Godot has not eaten anything significant from Unity, like
           | nothing at all.
        
             | capableweb wrote:
             | Yes, it has. But game engine adoption takes time, it's not
             | immediately clear that it is eating some of Unity's lunch,
             | as games have to be developed, launched and appreciated
             | before it's obvious for the average (developer) person.
             | 
             | Look at some of the games that made Unity popular in the
             | first place, and the people/companies that made them. Lots
             | of them are moving to Godot now, but again, it'll take time
             | before those people/companies launch the games.
        
         | blagie wrote:
         | Serious / non-leading / non-rhetorical question: What are the
         | gaps?
        
           | PrivateButts wrote:
           | From the perspective of a hobby unity dev who's making a jam
           | game in Godot to feel it out, Godot has a lot of rough edges,
           | weird choices, and stuff that's just missing.
           | 
           | Stuff that I've encountered so far:
           | 
           | - A very annoying issue where the editor will lock up after
           | my Linux laptop wakes up from sleep. I've lost work because
           | I've closed the laptop without remembering to close Godot
           | first.
           | 
           | - Performance issues with large assets or too many assets. A
           | single pixel art asset pack ([LimeZu's Modern
           | Interiors](https://limezu.itch.io/moderninteriors)) brought
           | Godot to its knees until I pruned it. The large tilemaps in
           | there will also slow the tilemap editor to a crawl.
           | 
           | - I've been struggling with getting the dynamic tilemap rules
           | to behave as expected. YMMV
           | 
           | - I'm not a fan of Godot's single-window UI approach,
           | especially when it comes to scripting. You can futz with
           | editor settings to make this slightly better, though.
           | 
           | - You can't mix 2d and 3d stuff like you can in Unity, and
           | the 3d side of things is way rougher than 2d.
           | 
           | - They're still working out what direction to take with an
           | Asset store.
           | 
           | - The shift from Unity's GameObject>Component model to
           | Godot's single script per node approach has been an awkward
           | adjustment for me. I keep replicating the old model by making
           | prefab nodes that are basically just components.
           | 
           | - I miss Unity's play mode scene inspector. Godot is halfway
           | there. You can poke around in the scene tree, but you don't
           | see that update in the editor.
           | 
           | - The collision system isn't as straightforward as Unity
           | 
           | - It'd be nice if we had a bit of a slot system like we have
           | with Vue Components for when we nest things under packed
           | scenes.
           | 
           | The good stuff:
           | 
           | - There's only one type of signal/callback instead of the
           | three different systems Unity can use. The signaling system
           | is well-implemented instead of feeling bolted on.
           | 
           | - Godot doesn't differentiate between a Scene and a Prefab
           | like Unity does. It avoids the don't destroy on load juggling
           | you have to do and gives you a bit more control
           | 
           | - Some neat shortcuts for boilerplate stuff are built into
           | the editor. For example, if you're adding SFX, you often want
           | to provide several similar SFX clips to provide variety. When
           | you set the SFX in the editor, you can assign a Randomizer to
           | it, which takes a list of SFX and plays them randomly based
           | on the weights and mode you set. You can even set pitch and
           | volume adjustments to add even more variety.
           | 
           | - The fire-and-forget tween system is very convenient.
           | 
           | A lot of people compare Godot to Blender. It's not at the
           | level that Blender is at now, but it does give me Blender
           | pre-2.5 vibes- A solid base for enthusiasts that can be honed
           | into polished software for the masses. I hope that Godot
           | glows up the same way.
        
             | blagie wrote:
             | Thank you!
             | 
             | As relevant to Godot, most of my work is with kids (as
             | relevant here on both ends -- teaching kids to code, and
             | making educational activities). I haven't used either Godot
             | or Unity much, and was trying to decide. For a variety of
             | reasons, open-source is a huge win*, so I was leaning that
             | way.
             | 
             | I don't expect much 3d or to be doing too many things which
             | are overly fancy. Much more on the "weekend hack" or "kids
             | afterschool activity" side of things, and much less on the
             | serious game development side.
             | 
             | From your list, it doesn't sound like there are (m)any
             | showstoppers to just picking Godot.
             | 
             | * (1) Avoids licensing issues installing / uninstalling on
             | classrooms full of computers (2) Advanced kids can learn
             | more, since they can look under the hood (3) Guaranteed
             | long-term support (kids activities are sometimes not
             | updated for a while) (4) Automatic FERPA / COPPA compliance
             | and proper handling of student data. ...and the list goes
             | on for quite a while longer.
        
               | tetha wrote:
               | From my own adventures into Godot, for that use case, I'd
               | recommend using Godot very much.
               | 
               | If you know some basics, you can whip up a simple
               | platformer, top down game, old-school top down shooter
               | and such very, very quickly. A decent tutorial can have
               | you at at something functional on the screen in half an
               | hour or so. And then you can start playing around to make
               | it cooler.
               | 
               | All while teaching kids some basics of programming.
        
               | blagie wrote:
               | Thank you!
               | 
               | I haven't used it much, but that was my first impression.
               | It's good to see it confirmed.
        
       | johnwoods wrote:
       | Congratulations to the Godot team! I have used Godot a lot in the
       | past and can't wait to replace my Unity junk.
        
       | Andrex wrote:
       | Godot
       | 
       | Blender
       | 
       | OpenToonz
       | 
       | GIMP
       | 
       | I hope all these major open source projects reach their
       | potential. Blender is already basically there, and I'm expecting
       | the rest to catch up eventually. Even GIMP -- it really just
       | needs some TLC and actual funding and it could easily start on
       | the notoriety/attention path Godot's been on for a few years now.
        
         | fbdab103 wrote:
         | GIMP seems actively hostile to giving people what they want: a
         | Photoshop clone. Even projects which would revamp the interface
         | to be more Photoshop like were given the cold shoulder.
         | 
         | At this point I have fully switched to Krita. I am not a real
         | artist and am only ever making little doodles for my apps, but
         | the developers seem more in tune with what users need.
        
           | teddyh wrote:
           | > _giving people what they want: a Photoshop clone_
           | 
           | If that was _really_ what people wanted, wouldn't there be a
           | successful fork by now?
        
             | Andrex wrote:
             | There have been a lot of forks. Cinepaint, Gimpshop and
             | Glimpse (RIP) come to mind.
             | 
             | Unfortunately the reality is if people can barely pay
             | attention and contribute to Gimp, what chance do any forks
             | have?
             | 
             | Gimp moves slowly but they do listen to their users. Lack
             | of funding is more responsible for any complaints people
             | have with Gimp, not some assumed "anti-Photoshop" idealism.
        
             | ksclarke wrote:
             | Because people (i.e., users) aren't the same thing as
             | developers. Most people just want to use a tool, rather
             | than develop it.
        
               | teddyh wrote:
               | Developers are _most often_ also users. This is
               | _especially_ true for free software.
        
       | pg5 wrote:
       | My issue with Godot is that I am bad at art. With Unity, I could
       | affordably get pretty much ready to go assets and build a game,
       | but with Godot, I don't know of any equivalent marketplaces.
        
         | NekkoDroid wrote:
         | IIRC the standard Unity Assets store license does allow using
         | assets in other engines. And maybe you also wanna check out
         | KenneyNL if you are looking for open assets for various small
         | stuff.
        
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