5 ms·
Godot vs Unity is gonna be another OBS vs XSplit situation, the dominant proprietary solution is going to fade into obscurity. Things are still far from the in
by broodbucket 3y ago
Godot vs Unity is gonna be another OBS vs XSplit situation, the dominant proprietary solution is going to fade into obscurity. Things are still far from the inflection point and engines are inherently long-lived, but if you're starting a new gamedev project today, are you gonna use Unity? I'd be looking for every possible way to avoid it.
- Thaxll 3y agoGodot is nowhere close to Unity in terms of 3d it's like years behind.
- arlcode 3y agoIt is. But is it "good enough" to convince some people to use it instead? For the moment the best it can do is to provide an (ever improving) basic alternative to Unity that forces them (and the market in General) to not be greedy and careless. This is probably good for the game engine market as a whole.
- danaris 3y agoThe best way to get it to catch up is to raise its visibility so it can get access to more resources.
- llll_lllllll_l 3y agoI keep reading that, why is behind? What Unity does better than Godot in 3D?
- johnnyanmac 3y ago- Unity still performs circles around Godot's 3d projects, even without taking into account DOTS. They fix a lot of their c# scripting performance issues with IL2CPP, so you essentially get the best of both world in terms of c++ performance with C# scripting. That's not something any other engine would be able to easily replicate. - The renderers are fundamentally different. Godot has advertised their rendering to not be as flexible while Unity throw you some weird shader language that lets you do whatever you want. There's a lot of jank in Unity's renderers but they are still more mature than Godot. - Physics is a huge weakness of Godot and Unity has options to either use their much more mature built-in physics or Havok (IIRC). to name a few technical comparisions. Godot still has a way to go before being comparable with Unity in regards to 3D.