In theory, it could be as simple as a dropdown to switch from one renderer to another.ĮA's been trying to get their Frostbite engine adopted more widely internally for a while but had a lot of trouble developing it for different games: Nobody would be tied to any particular system and projects could migrate quickly to a different system. Authoring/artist tools can integrate with the open scene format. You can license a high quality rendering engine and have an open source toolset or for simple projects, use all open source components. Then it's easier for people to build different parts. Open scene format that can plug in any kind of tools and rendering system. They'd benefit from employees across the industry being familiar with standard workflows. I think the whole games industry would benefit from delivering some high quality community tools for game production. Amazon did this with their Lumberyard project (based on CryEngine) but it hasn't gained much traction. Unity is best for 3D mobile games and better for 2D than Godot.Īn open source project really needs to be able to employ a number of highly skilled engine devs making $100k+/year. In terms of rendering quality, I'd say Godot is about 4/10, Unity 8/10, Unreal 10/10.įor tools, Unity and Unreal are fairly level at 7/10, Godot 5/10. Unreal is the best and can beat in-house engines from big game studios: The bigger commercial engines can put more people into the rendering system development: This is standard for any big project but it takes way longer to fix issues with a smaller team.Įven the better demos made with Godot look like they are from over 10 years ago (especially interior at 3:00): Building and maintaining a high quality rendering engine, hundreds of tools, integration with multiple platforms with 20 people is not an easy task. Unity makes over $1b/year and employs over 7000 people. They have a couple of thousand community contributors but only 50 have contributed over 10k lines of code. Godot's funding stream is listed here:ĥ5k euros/month is only enough to support around 20 developers and the github shows that about 20 developers have contributed most of it. It can work out well for important projects as they get funding. It's difficult to maintain a large-scale open source (free) project as people who work on it still need to be paid. I'm currently evaluating Godot for my project. C# is ok and lots of games use it (Genshin Impact uses it) but Swift has a C#-like syntax and if it improves performance, that would be a plus and having it as a main language for a game engine would improve Swift adoption a lot. One of Godot's downsides is the custom GDScript because it's not portable or fast. That's interesting, Miguel talks about Swift and C# here: There is even early work to build an alternative editor for Godot in Apple's SwiftUI. Godot is intended to be language neutral with support for many languages including C#, Swift, C++, and their own Python-like scripting language. Miguel De Icaza (the lead behind Mono, Microsoft Xamarin, and GTK+/Gnome) is pushing Godot developers to use Apple's Swift programming language after apologizing for his role in making C# the development language for Unity saying that it is not a suitable language for realtime applications like video games. It is one of the leading engines Unity developers are moving to. Getting a translation layer between Godot and RealityKit probably makes a lot of sense in light of Unity's unraveling for cross-platform AR games. They are still playing catchup to Unreal with their runtime lighting system and scene complexity but this could mean big games like Genshin Impact run much more smoothly on iOS devices with a simple update (assuming the devs are willing to agree to the new terms as they come into effect with the new runtime). Unity 6 looks like it will offer some decent performance improvements without any extra work (16:13): The best we can hope for is that a big game company gifts one of their high quality rendering engines to open source. They lost a lot of trust with what they did but until a better alternative comes along, the only other option is Unreal and while they haven't done anything bad with licensing, they could in future and have shown they can't be trusted as a business partner. The problem is there aren't a lot of good options to choose from, Unity and Unreal are pretty much the only two viable production-quality engines and even with the updated license options, Unity is the cheaper of the two. I recognize that I was lucky to be in a position to do so, but I wonder how many others were.Īt least they ditched their CEO who was clearly a driving force in the direction they went and they did it because they have been racking up billions in losses. After the fiasco this past year, will anyone ever trust them again? I know that I deleted it off of my dev environment.
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