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Godot founders had desperately hoped Unity wouldn't 'blow up'
- goles 2y agohttps://archive.is/m54v5 https://archive.is/m54v5
- debo_ 2y agoI like how it was the Godot maintainers that ended up showing demonstrating their Unity.
- ajnye 2y agoWell we gave up waiting for Godot
- neilv 2y agoReference: https://en.wikipedia.org/wiki/Waiting_for_Godot https://en.wikipedia.org/wiki/Waiting_for_Godot
- throwaway314155 2y agoThe engine is actually named after that reference.
- al_borland 2y agoThe timing of it all is almost Unreal.
- doublerabbit 2y agoShock waves like an level 3 Quake inside an Arena.
- taejavu 2y agoPlease, can we not? These weak puns are not even funny, and if HN devolves into Reddit, I have nowhere left to go.
- ChoHag 2y ago[dead]
- mystified5016 2y agoYou can just not read a comment, you know
- Jensson 2y agoYou can't know what a comment is before you have read it, so no that isn't a solution.
- samatman 2y agoIt's true but you're not supposed to say it: https://news.ycombinator.com/newsguidelines.html https://news.ycombinator.com/newsguidelines.html
- calcsam 2y agoFounders rooting for their competitors to self-destruct is pretty rare in devtools.
- steve_adams_86 2y agoYeah, my experience is that there's actually mutually desired success and a lot of indirect collaboration. I worked on a debugging tool and a tracing platform, and in both cases there was a lot of cross-pollination with similar and competing companies through meet ups, forums, talks, etc. I'm not sure executives would have endorsed it but it definitely improved the products.
- AdmiralAsshat 2y agoIt makes some degree of sense. You might assume a bunch of refugees hitting your product would be good, but in my experience, people who transition voluntarily/gradually are more willing to adopt a new paradigm. However, people who are moving under duress (because their previous product suddenly vanished/went out-of-support/changed licensing) are generally less flexible. They haven't had time to adjust, and just want an apples-to-apples equivalent for the thing they are used to as quickly as possible, because they're trying to get back to work. Presumably they didn't want Godot to suddenly get an influx of help tickets or message forum posts that were all rephrasings of "This interface doesn't have a button exactly where I expect it from Unity. Godot sucks."
- foresto 2y agoI have seen this same pattern in long-time Windows users approaching Linux, becoming frustrated, and then posting online about how bad [they think] it is.
- 0cf8612b2e1e 2y agoI have used Linux daily for years and can provide many objective things wrong with it. No rose-tinted-Windows glasses required.
- nurettin 2y agoWindows glasses are usually grayed out for some unknown reason, and there is no apparent way to clean them up. Sometimes taking them off and then putting them back on may suddenly clear the gray areas.
- passwordoops 2y agoI'm using this analogy with every instrument we have at the lab. Thank you
- deleted 2y ago[deleted]
- jncfhnb 2y ago> Godot's limitations are fascinating in part because, as the pair stressed multiple times in our conversation, they're something technically savvy developers can solve themselves. Because Godot is open source, developers who want to add key features can fork the engine and modify it for themselves free of cost. That isn't possible with Unity or Unreal Engine. You can modify unreal. It’s source available.
- yellowapple 2y agoYes, but can you redistribute those modifications? Under what terms? Having access to the source code is, like, 10% of the battle.
- sanderjd 2y agoWhy do you need to redistribute them if your goal is merely to solve your own problem? (That's the specific context of the quote in the parent comment.)
- yodon 2y ago>Why do you need to redistribute them if your goal is merely to solve your own problem? Because "you" in this case is typically a game studio. "Solving your own problem" means shipping your game.
- sanderjd 2y agoGotcha!
- forrestthewoods 2y agoHuh. I have no idea what point you're trying to make. Virtually everyone modifies Unreal C++ code. Some indie projects are blueprint only. But modifying the engine C++ source code is practically an expectation. Can those source code modifications be easily shared with other developers? Well they can't be publicly dumped on GitHub. Can they be shipped to consume in a compiled binary? Absolutely.
- doctorpangloss 2y agoStretching $8 million to do $2 BILLION of product development is the hard part. So is trying to make a game engine during the worst industry contraction since the collapse of Atari. Being open source is kind of saving them right now.
- Animats 2y ago> Stretching $8 million to do $2 BILLION of product development is the hard part. It's even worse over in Rust land. Bevy is making progress, but it's slow. There are several parts to this. There are the run-time components - the graphics stack, the physics engine, and the 2D user interface components are the big ones. There's the gameplay programming system - schematics in Unreal Engine, scripts for most others. Then there's a developer user interface to provide a GUI for all this. Open source development can do the run-time components. There's general agreement on how those are supposed to work, and many examples to look at. The developer user interface is tough. Open source development has a terrible time with graphical user interfaces. Those need serious design, not just a collection of features and menus that happen to compile together.
- ThrowawayTestr 2y ago>the worst industry contraction since the collapse of Atari. Is that true? It feels like we've been in a indie renaissance for a while now
- jayd16 2y agoIts more that there's an absence of investment funding. Profits are still being made and work is still being done but its hard to get a new project funded, let alone allocate that funding to engine dev.
- runevault 2y agoThere are indies doing well certainly (had at least 3 significant hits this year to my knowledge between Balataro (made with LOVE2D), Animal Well (C and a custom engine) and Buckshot Roulette (made with Godot)), but game developers in general have not been doing great. Seeing layoffs on par with the rest of tech.
- omoikane 2y ago> "Pronounce it however you like." Godot pronunciation is documented at https://godotengine.org/press/ https://godotengine.org/press/ Godot is named after the play Waiting for Godot, and is usually pronounced like in the play. Different languages have different pronunciations for Godot and we find it beautiful. But there used to be an extra line that recommends pronouncing it like "god-oh": For native English speakers, we recommend "GOD-oh"; the "t" is silent like in the French original. It was removed in favor of making the pronunciation non-prescriptive: https://github.com/godotengine/godot-website/pull/638 https://github.com/godotengine/godot-website/pull/638 https://github.com/godotengine/godot-website/commit/c9053182b1eb9d1d63740d3d13e99db6aa1eb180 https://github.com/godotengine/godot-website/commit/c9053182...
- throwawayk7h 2y agohuh, I always imagined the emphasis was on the second syllable, not the first. Of course, in French, all syllables are equally emphasized.
- steanne 2y agome too. if i were to hear someone say waiting for GOD-oh, i'd think they'd said gato, cat.
- awelxtr 2y agoNo, they aren't. French puts the stress generally at the end of the word (vs languages like Spanish where the stress varies but is fixed and can't be used by the speaker to emphasize anything)
- PoignardAzur 2y ago> No, they aren't. French puts the stress generally at the end of the word What? I'm pretty sure "no stress anywhere" is right. (I did play a few words in my head to check, but really, syllable stress is just a foreign concept in french.)
- 2y ago
- jayd16 2y agoUnity's killer feature really is "edit while in Play mode." I miss it when in Unreal as well. That said, its really a double edged sword. Unity can turn into a buggy mess if you try to get too clever about mucking with domain reloads and such.
- pjmlp 2y agoSomething like Live++ would help in Unreal.
- jayd16 2y agoUnreal has hot-reload of code. The difference is that in Unity the scene editor tooling is active while in play mode. You can move objects, inspect values and edit game object properties and the playing simulation is updated live. Unreal has some of this, in that you can see dynamically spawned AActors(game objects) but their properties and components are not updated and are not editable while playing.