3 ms·
> Is it really possible to build games line Cities Skylines, Subnautica, Rust, Outer Wilds, KSP, Ori... in Godot? Is this more of a long term ambition at this p
by KronisLV 3y ago
> Is it really possible to build games line Cities Skylines, Subnautica, Rust, Outer Wilds, KSP, Ori... in Godot? Is this more of a long term ambition at this point, or is it possible for this kind of game to be built in Godot today?
This might be a bit silly, but when it comes to engines and tools in regards to graphical fidelity and larger projects, I like to think of it in 3 broad categories:
* Impossible - you're not making the next Crysis in GameMaker, Construct, or RPG Maker. Period.
* Unviable - you could technically rip out and replace 50% of jMonkeyEngine or NeoAxis with something more performant and better, if you had near-unlimited resources; except we both know it's not happening.
* Viable - you could take an off-the-shelf engine like Unity or Unreal and with a large amount of work achieve your goals, with varying degrees of success.
Godot was strictly in the "unviable" group during its 2.X and 3.X releases, but is getting better now (new renderer, nice LOD functionality, good C# support in addition to GDScript when you don't want to program gameplay in C++) and thanks to community efforts missing functionality is also getting added (like the terrain plugins, the older of which were sometimes quite broken): https://godotengine.org/asset-library/asset https://godotengine.org/asset-library/asset It still doesn't have that big of a commercial ecosystem around it (like Unity does) and still feels a bit half baked at times and getting the same things you could get out of Unity or Unreal working would take more work for larger projects... but it feels more and more doable.
Then again, currently Godot is hands down better for smaller projects, a lot of indie games, game jam games and quick prototyping, both Unity and Unreal feel too sluggish and heavyweight for that (and Unity in particular is a mess because of the whole legacy pipeline/URP/HDRP situation, DOTS, multiple input systems, multiple UI solutions and just so much fragmentation). Not every game needs to have the scale of the ones previously listed, actually most don't and should better manage their scope and could still be wildly successful.
Overall, it feels trending upwards and I'm curious to see where Godot will be in 5-10 years. If you tried right now, you'd just have all the normal early adopter struggles.