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As a unity developer I'm drooling at godot. I can't wait to jump ship to open source. Don't get me wrong unity is great, but godot is super compelling.
by ngold 6y ago
As a unity developer I'm drooling at godot. I can't wait to jump ship to open source. Don't get me wrong unity is great, but godot is super compelling.
- capableweb 6y agoI'm someone who isn't at all knowledgeable about game development nor its industry, so forgive my ignorance, but what are you waiting for specifically?
- colejohnson66 6y agoOne thing many of the big players do that Godot doesn’t is require telling the user they used that engine. If you use Unity, you need to show the Unity splash screen unless you pay the big bucks; Godot requires none of that.
- capableweb 6y agoSo why would someone wait for that feature before changing to Godot if that's already a feature?
- adanto6840 6y agoFor Unity, the "big bucks" is $35/seat/month -- that gets you the ability to make a build without a splash screen & without showing any Unity logos, etc. For small shops (ie low or no revenue), you only need to pay that when you're ready to actually ship/make a build. Note that the costs are higher if you're revenue is huge, it goes up to like >$100/seat/month or similar IIRC, I think that kicks in if you're in the 7-figures of annual revenue. It's not free, and it can get expensive -- but you have to do the math on what you get, how much each will cost you monetarily & in time / opportunity cost, etc. IMO Unreal looks pretty compelling, and if they had C# support we'd jump to it in a heartbeat; I really don't want to write C++ on a day-to-day basis. If Godot keeps it up, then it may be the answer, in another 18 months or so -- but probably not wholly a commercially viable option quite yet, especially for mid-to-small shops.
- darkteflon 6y agoYes, why are you waiting for Godot? Sorry, I’ll get my coat.
- jay_kyburz 6y agoNot the OP, but I did jump into Godot full time for about three months last September. There were several significant land-minds that blew up in my face and it has made me lose some confidence in the core Godot team. Without going into specifics, I think the problem is that the core team don't actually make games, they just work on an engine, so they don't appreciate the problems that I faced. (The same problem that Unity has, but at least they have the time to listen to devs) I really want to love Godot. But I worry that the risks are too great to jump from Unity.
- RMPR 6y agoThere's one thing that make me reluctant to use Godot though and it's GDScript. Edit: Seems like it's not a problem anymore, can't wait to try again.
- shmerl 6y agoDoesn't Godot allow binding with multiple languages? You can even use Rust for that instead of GDScript.
- krapp 6y agoThe problem is few of those bindings are mature, nor can they be expected to remain up to date. I don't know of any games in Godot using anything but GDScript or C#. This will probably change in the future (I hope it does, and I really wish Godot just used WASM internally so any language that already compiled to it would work) but as of now it seems there's no point to using anything but GDScript or C#.
- shmerl 6y agoYou mean bindings aren't stable and require reworking all the time?
- krapp 6y agoI mean that language support comes in the form of random third party projects like perbone/luascript[0], so stability and completeness are entirely up to the whims and capabilities of the owner. It's open source, of course, so that's to be expected, but it also means support for any language other than C# and GDScript is kind of a crapshoot. [0]https://github.com/perbone/luascript https://github.com/perbone/luascript
- inDigiNeous 6y agoC++ is very easy to use with Godot and integrate with the GDScript support. GDScript is also very good as a script language. Been writing my own application mostly using C++ for the core logic and main application logic using GDScript. The interfacing between C++ and GDScript is suprisingly easy once you set it up. But yeah stuff like Rust support is depending on the maintainers of that code to update to support latest versions of Godot.
- mrfusion 6y agoTell me more.
- jbellis 6y agoYou're not wrong, gdscript is pretty awful. It's only python-like for someone who's never used python. No list comprehensions, no tuples (which means no destructuring in assignment or function parameters), no first class functions, etc. It's like Python 1.x circa 1999, only worse.