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> And, while I like Godot, the implication that it can replace Unity (much less Unreal) at this point is just ludicrous for anything but bare minimal toy projec
by jmiskovic 7y ago
> And, while I like Godot, the implication that it can replace Unity (much less Unreal) at this point is just ludicrous for anything but bare minimal toy projects.
That's going way too far in other direction. IMO Godot can support any kind of 2D project and deliver polished and performant product. In 3D medium the competition is too far ahead with ready-made assets and robust tooling, but complex projects still seem doable.
Currently Godot is used mostly by open-source gamedev enthusiasts and not professional teams with art talent and funding. The editor and engine was not really pushed to its limits.
I agree with your other points though.
- krapp 7y agoFair enough in the case of 2D, but the most common use case for Unity and especially Unreal is 3D games. Godot still lacks features like occlusion culling and compute shaders that would even make it competitive with the other engines in that regard. I think Godot's still a couple of major versions away from that, at least. I agree that so far no one's really tried pushing Godot to the limit as far as I've seen. But when all you have to go by is the content on /r/godot it doesn't make a compelling argument for Godot as a viable replacement for existing engines yet.