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I've used Unreal and for some things, GameMaker Studio. Never have I used Godot. Would you recommend Godot over Unreal or GM2?
by IncRnd 5y ago
I've used Unreal and for some things, GameMaker Studio. Never have I used Godot. Would you recommend Godot over Unreal or GM2?
- phreack 5y agoFor 2D specifically, if you feel at home with GM and are already productive, stick with it. Otherwise, do try it out as it's incredibly good and the learning curve is not steep. For 3D, stick with Unreal.
- IncRnd 5y agoThank you.
- bmn__ 5y agoThat question cannot be answered in a meaningful way unless we know your skill profile and use case. A qualified comparison is "Gamefromscratch: Choosing A Game Engine in 2021" <https://www.youtube.com/watch?v=rK6ulQaOpso https://www.youtube.com/watch?v=rK6ulQaOpso>
- Aeolun 5y agoIf you need Unreal for your game, I wouldn’t recommend Godot. If you would use basically anything else, try Godot.
- Jack5500 5y agoI can only recommend Godot. It's easy to pick up and feels like a consistent and fresh take on a game engine. For Unreal especially, for me, it felt like it would always come to the point where Unreal magic is needed to fix a certain problem. With Godot I've never had this feeling, the things you set out to do just work the way you expect them to. Overall you get the feeling that the engine distills the best gamedev ideas of the last 10 years into one nice package and I couldn't ask for more.
- mikepurvis 5y agoHow do you find the tools? I feel like these kinds of systems live and die by what the tools offer you in terms of features, ergonomics, extensibility, etc.
- tootie 5y agoWhat about the actual output? Are 3D games written in Godot comparable in performance to commercial products?
- Natsu 5y agoI tried to get into it a little, but it feels like you end up in the deep end quickly and it's hard for me to make sense of how you hook things up. I get that there's some message passing thing going on but I don't really quite get how the objects all bind to each other or where you put your logic for controlling things. A scene seems like an interesting primitive, it's just hard for me to make sense of how to organize things into it and the tutorial basically just says add all the things you want to see on the screen into your scene and don't worry too much about wiring things up. But I sort of feel like I don't have a real model of how things interact in Godot to make sense of what they're doing yet.
- Applejinx 5y agoYup, unless the game absolutely needs to be running in the Unreal Engine, or absolutely needs to be made out of stuff from the Unity asset store :) I think if there's any ambiguity about what might be best, and asking 'what engine' is actually a question at all, then Godot is probably the answer. If it's not really a question because you already know you require certain kinds of rendering or asset store dependency/workflow, then you've probably already settled on the engine that optimizes for those needs… but if it's more of a negotiation among competing needs, Godot rapidly becomes relevant.
- IncRnd 5y agoThank you. That is very helpful.