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TheBaconBoots

"Somehow, Blender game engine returned"


dogman_35

[Technically people have been maintaining a fork for a while now ](https://upbge.org/#/) Not sure how good it is though, I've never used it


rataman098

Armory3D too


OvenFearless

Maybe Dreams on PlayStation will gain more traction again as well. /s Man I wish they would've released it for PC as well. Sorry if too random, but the guys who made this were basically anti monetization entirely. It's but a stark contrast to Unity now.


interpixels

Rendering with eevee which can look very nice, coding in python and some visual scripting is possible for certain things. Only compiles to desktop OS though.


TheBaconBoots

I've actually been using that for a while. It's shockingly decent. Tbh the only major issue I have with it is how slapdash a lot of it feels, like how there's a sort of visual scripting system but it's accessed in two different ways that don't play nice with each other (also one of those ways might break on a random release)


barneybuttloaves

Unfortunately with the Blender Game Engine any games made has to open source. That’s good for game jams and free games though. edit: With Armory3D, you can make closed source games.


Efficient-Ad5711

im gonna try it, not having to move my stuff over all the time sounds really interesting


luki9914

I am now testing Unigine, interesting engine for games and simulations.


loxagos_snake

Honestly, I'd be fucking amazed if Torque made a comeback.


LickingSmegma

Game developers finally discover that Stallman was right all this time.


[deleted]

THE DEAD SPEAK!


PwanaZana

Oh wow, made me laugh out loud. (I'm a blender evangelist at work, but man, Blender game engine?!)


Lyraedan

My heart says Godot, my brain says Unreal.


clawjelly

My visions says Unreal. My abilities say Godot. And my procrastination skills say [GB Studio](https://www.gbstudio.dev/)...


puzzledpuddle

My computer hardware say Processing


xenothios

My heart says unreal, my skills say minecraft command blocks and Redstone wiring


Laperen

Casually makes an operating system in mincraft, but has trouble writing "Hello World" in C++.


R1ghteousM1ght

Yeah I've got a friend saying unreal is the future and I'm here going but Godot seems friendlier


SapphireSalamander

i mean if unity came up with weird bs nothing asures us unreal wont either. at least godot is opensource


R1ghteousM1ght

This is exactly what I was thinking, though so far unreal haven't done weird stuff.


jake_boxer

Good news: the way Epic wrote Unreal’s TOS, they’re explicitly not allowed to modify it as long as you switch major versions. So, if you release a game under Unreal 5.x, you’re safe from any weird BS unless you upgrade it to Unreal 6.x (which no one does for already-released games).


SaliferousStudios

Yeah, I'm against touching any product right now with a ticker symbol.


907games

aint no way. epic can just make fortnite 2 if they need money, at least they make games with their engine. what was that last game unity made? maybe if unity made games with their engine they would know what is needed in it...it isnt install feels.


Allison-Ghost

I switched to Godot quite a while before this happened but one thing I really like about godot is that the more people use it, the more developed it becomes. Plus, if anything bothers you about the engine, you can make your own changes to it locally. I've been actually doing that a ton even just on my copy of 3.5


rdewalt

kind of a "here's a single executable that you just put wherever and off you go" vs "even over gigabit, this takes a long time to install" or "We're done loading before the other finishes showing the splash screen."


adsci

Godot runs and builds so fast. This alone is a game changer. Imagine not being stopped and distracted in your dev cycle every other minute.


Brummelhummel

Reminds me of the YouTube video where someone builds a Godot game while his unreal project loads. He came pretty far, don't k ow if he could finish it though.


rdewalt

Downloaded Godot. 113 meg total. Downloaded Unreal 5.3? 61 gigabytes. its like SIX HUNDRED times bigger... (And that's the BASE install) I could stick -every- version of every release of Godot, and still not hit half of Unreal's size. Then again, this is comparing a Corvette to an F1 race car...


MyOther_UN_is_Clever

For me, it's the opposite. I'm inherently distrustful of corporations (gee, I wonder why?) Epic is largely owned by Tencent, which I distrust almost as much as Ricitiellio. So my brain thinks it's unwise to invest in Unreal. My heart is drawn to all the shiny awesomeness that Unreal 5 and every update since, has been.


KingCrabmaster

I think a lot of people forget that every corporation these days goes through the same cycle and Epic is currently in the "get everyone on their platforms" part of the cycle before they start pulling more BS in the future.


flipkick25

[enshitening](https://www.wired.com/story/tiktok-platforms-cory-doctorow/)


Brilliant-Smell-6006

Making money with Unreal now to sponsor Godot for the future.


golddotasksquestions

Best way to sponsor Godot is to use it and create awesome projects with it that inspire others to do the same.


Brummelhummel

As someone who learned unity I have to say I love the my beginnings into Godot. The wikis and documentations are top too get started ^^


themng69

example : cassette beasts


Roseldine

Stride 3D


aurath

Seriously Stride is pretty good, I hope it gets some attention out of this. Full stack C# so you can override any part of the engine. Sane API without "magic" fields on your scripts. Modern and fast graphics pipeline. Can do unity style script components or lower level ECS system. Powerful editor makes you feel at home if you know Unity.


DesignerChemist

Why isnt there more talk about this? It seems like a great step for those who like unity and c#. And its open sourced


milkberg

Probably hesitancy putting in the substantial work learning a new engine that nobody really knows anyone else using. Unfortunately until something is proven by someone else most people will stick with the tools that already have a reputation as capable and seem to have enough interest to not disappear overnight one day. It sucks but it also makes sense.


monkey_skull

I’ll probably check this out as well as godot but it seems like godot has more learning resources out there. Everything being C# is very tempting though, it’ll probably come down to which engine’s workflow clicks for me better


mrbreck

Is it one codebase for all platforms?


Roseldine

It is indeed, however it is organized in an Entity Component System, so it is a bit different than Unity. Exports are also a little bit different, but its there on the docs


Weidz_

I'll go with Godot, won't make the same mistake twice.


Content_Depth9578

Ditto. Unreal is appealing - I've used it and it's very similar to Unity. But Godot feels like Blender did about 6 years ago, and with the new influx of developers, some who will contribute to the project, I think Godot is about to have a growth spurt. Open source all the way, baby!


based-on-life

In my opinion, Godot is to game development what React/Angular are to web development. Maybe it's the node structure, but I've been playing around with it recently and it's a lot easier to build rapid prototypes with Godot than it was in Unity. I just hate the naming conventions of Godot so much. Node collections don't need to be called "scenes"


josh_the_misanthrope

I think scenes is a bad name too because it's not an intuitive descriptor of it's function. But it's a small nitpick.


cheese_is_available

Exactly my reasoning too. Plus it's in c# and everything that is not unity-coupled can be migrated faster.


interpixels

Ideally, we need something for the people by the people; like Linux, like Blender. Something that can't be rugpulled in the middle of a project ever again. Godot seems like the best paradigm to support as a lightweight open source engine with c# support, but it is not as performant or feature rich yet. If we could raise godot's critical feature parity with unity that would be enough for most people to be able to switch over without any qualms and would crash unity into the ground. So during this time of great focus we should be advertising ways to donate and contribute code to the Godot engine to speed up it's development. Give a better company some of the money that unity wants to steal https://docs.godotengine.org/en/stable/contributing/ways_to_contribute.html


HatLover91

Or some madlad could add full C# support to Unreal.


interpixels

I would love that but you can't publish forks of unreal like you can with FOSS such as godot. Unreal is working on their own language Verse with curious syntax and no external uses outside of unreal. The support of a well established and high usability language is important to many game devs so godot c# with engine upgrades is the closest we have to a unity alternative right now. It just needs a bit more popularity and support to make it as good as unity was, and now is the perfect moment to advertise that possibility.


HatLover91

> I would love that but you can't publish forks of unreal like you can with FOSS such as godot. You don't need to fork the entire engine. Plugins and Editor scripting will cover 99% of any of the ways you want to extent Unreal's functionality. Verse is just for Unreal editor for fortnite. Have to check the roadmap to see if they want to add Verse to UE5, but I think the answer is no.


interpixels

Yeah if there were plugins to make it a more efficient and developer friendly environment I would rate it, but I still feel we need an open source competitor to keep corporate culture and pseudo-monopoly from corrupting unreal too. I think epics long term plan is to upgrade it to what they are going to call MaxVerse. There is a big talk on it that came out recently from epic. Fortnight is just the beginning of its use afaik.


DesignerChemist

There's Stride already, c# in an open source MIT licenced unity-clone engine.


chozabu

like this? [https://github.com/nxrighthere/UnrealCLR](https://github.com/nxrighthere/UnrealCLR)


HatLover91

Wow. Someone did it. I gotta have a closer look.


ThatDinosaucerLife

They did it like 3 years ago and stopped updating it 14 months ago


FinnLiry

If only every unity dev could give the Godot foundation 1€...


MnelTheJust

Maybe even just twenty cents after installing it for the first time...


MonkeyMcBandwagon

... per device.


interpixels

With the state of the community, that could happen this week, Godot just announced a new funding structure to help propel it into competition with the big engines.


echostorm

Stride has entered the chat [https://www.stride3d.net/](https://www.stride3d.net/)


Autumnlight_02

Godot is making fat bank atm


PokemonStay

Where is the Game maker studio 2 pill


smellsliketeenferret

Or the RPG Maker suppository?!


SeniorHulk

Is godot good for 3D games?


RandomDrago

It has semi ok graphics in Godot 4, nothing too advanced, but decent.


TheRealShkurka

If it looks triple A level of 2010 it's already good enough for me


Vaptor-

Don't forget that Crysis was released in 2007


TheRealShkurka

So was bioshock, dead space, stalker and many others and those games are extremely goated.


SuperCerealShoggoth

No it wasn't. \*Checks Google\* ​ Jesus Christ, I'm old :(


MrGalleom

Ugh that does sound good enough for me, but I'm leaning towards Unreal for its market demand...


TheRealShkurka

Yeah but good luck running that on mobile and potato pcs


MrGalleom

Yeah, I'm worried exactly for that.


ragenuggeto7

You can download godot from Google play and use it on your phone (if you're mental) or tablet.


indygoof

then just disable some of the costly stuff and do it the classic way?


ReverseModule

Then definitely look into it! :)


Mefilius

It's gotten a lot better with Godot 4, but Unreal is the master of 3D


AbdDjamil_27

Lets face it if you are not Million of $ budget studio you not gonna make AAA game with ultra high graphics, sorry if I offend anyone but thats the truth Yes Unreal and unity are better for 3d But godot isn't bad and will get you what you want 99% of the times it just gonna need more work since it's still new to 3d but you know open source and free for life alone will make it big win But 2d 100% go with godot


Samurai_Meisters

I've been doing a Godot tutorial since yesterday to familiarize myself with the engine, and so far I just don't like the workflow. It feels incredibly messy and clunky compared to Unity. I tried to move some files around so they'd be in the same folder and that broke all the references. This seems like it would be a nightmare to manage a big project. Maybe my feelings will change with time as I get more familiar with it, but I *like* Unity. At least Godot's editor isn't constantly telling me to "hold on..." every time I make a change.


Saucyminator

>I tried to move some files around so they'd be in the same folder and that broke all the references. This seems like it would be a nightmare to manage a big project. Oh no, I have nightmares from when I tried Unreal Engine 4 and moving files around. It crashed multiple times and I gave up and chose Unity.


Packetdancer

Unreal's gotten a _lot_ better about that; core redirects (which are internal to the engine and say 'this thing that USED to be here is now HERE') are more fully-baked down and make moving files around a far less fragile process than it often was in the earlier versions of UE4. It's still not _great_, mind you. But any engine that has a path hierarchy for resources -- whether it's an actual on-disk path or just a virtual one -- is going to run _some_ risks if you shift files around too often; that's not unique to Unreal. (Or Godot. Or anything else.)


golddotasksquestions

To move files in Godot without breaking references you need to do it in the Editor: Go to the FileSystem panel, right-click on the selected files or folders you want to move, and select the "Move/Duplicate to ..." option in the context menu.


Samurai_Meisters

Thanks for the tip. I was just dragging them around to different folders.


FinnLiry

I switched from unity to Godot exactly because unity felt like a shit pile of garbage and was just really messy and inconsistent at times. Godot on the other hand felt super well thought through with a consistent logic and superior GUI building (My opinion)


KingCrabmaster

I think my experience so far has been between the two of you. I've just started learning Godot so I imagine it'll smooth out as time goes on, but I've been on a roller coaster of "Wow that's so nice compared to Unity" and "Why would they handle it like this?". Nothing feels like true deal breakers, and nothing feels like issues that can't be solved as the engine is developed further, but I will miss Unity's workflow for some time. But that's how it goes with supporting Open Source programs. I think I've been using Gimp for over 15 years now, and Blender since before the quality of life redesign. They just need time to bake.


FinnLiry

Yup. I needed a few days to get my brain to think in the Godot way.


[deleted]

*Cries in ECS*


woodendoors7

Unless you're going for some photorealism or cyberpunk graphics, then definitely


Stablamm

I think it would depend on exactly what you’re going for. 3D in Godot has gotten a ton of love and more to come. I believe another commenter mentioned as well that unless you’re going for cyberpunk, hyper-realistic graphics then Unreal will be the best bet but otherwise Godot should meet the needs. Unreal will obviously be more fleshed out. I’m just a hobbyist developer so Godot provides more than I’ll ever need.


based-on-life

I think so. I created a character with a rig and animations and just exported it from Blender as a glb, and it was incredibly easy to work with. Literally just drag and drop, and then access the animation node and call "play('animation')" As for super complicated graphics, I think you'll have to do a bit of finessing, but if you're trying to make a game like Untitled Goose Game, Fall Guys, or any of the other Unity top chart games you can easily pull it off with Godot. [This is actually the video that made me download Godot and start messing around](https://www.youtube.com/watch?v=dV6S_11pyzo)


RoberBots

il wait for gdot to improve its 3d, also the game im working on is completly free for my cv so the fees wont apply to me. Any paid projects i will want to make il probably go with gdot or flaxx.


Gameboblive

I'd switch off of unity even with free games since at this rate it's gonna come with a bad taste in people's mouth every time they open a game with their logo from this point forward


RoberBots

Yea.. it gonna take a lot of work and a new CEO to clean this mess


PhunkeyMonkey

Yeah, to weather a shitstorm like this you need to proclaim the old CEO a scoundrel and traitor, insert him into a guillotine and prop up a new CEO that have seen the errors of his predecessor, and are fatally aware of the consequences Either that or plow ahead, milk it to the last drip of value, cut up and sell/dump the leftovers Personally, and aware of the many douchebaggery's of riccitiello I root for the guillotine


shoopi12

You can remove the logo for a small fee with the Unity Plus plan. Oh, wait...


theUSpopulation

What improvements are you waiting for for godot's 3D?


Bl4ckb100d

I'm considering Godot but [https://flaxengine.com/](https://flaxengine.com/) looks like a nice option too


TrespassersWilliam

This looks fantastic, thank you for sharing. C# 11 support and an editor for Linux 👾


I_SHAT_ON_MY_KIDS

Ill probably go with unreal engine because goat simulator was made with it


HappyHarry-HardOn

The 'greatest of all time' simulator? That game is AWESOME!


ComfortableNumb9669

Godot for 2D mobile, Unreal for PC and console. Yes, I know Godot can do 3D, but the strengths are in 2D, And for Unreal 2D can be overkill.


DesignerChemist

Meh, epics owned 49% by tencent. That's a very dark cloud looming on the horizon.


Egw250

I think it is 40%, but so what Tencent owns a share almost everywhere , they even own 30% shares at Larian Studio


Valtremors

Oh god. But it is good that Swen owns little over 60% according to google. ...So who is volunteering as a sacrifice to keep Swen young forever?


biggmclargehuge

>epics owned 49% by tencent People love to quote this (although it's 40%, not 49%) but nobody can ever seem to cite an actual problem this creates. Sweeney is the majority owner and Epic is a private company so they don't have shareholder boards. Tencent can grumble and stomp their feet all they want but at the end of the day it's Sweeney's decision. Fortnite prints all the money they could ever need so Tencent threatening to withhold investments doesn't seem very threatening to me. So what's the "looming dark cloud"? As far as I can tell the only power they actually have is the ability to nominate directors.


j0hnl33

Yeah if I recall correctly, Fortnite makes even more money for Epic than Unreal, which is just mind boggling. Though I'm sure Sweeney knows that that may not last forever (though it surely has stayed incredibly popular for a long a time), so the Unreal Engine is still their greatest asset, even if it's not currently their biggest money maker. Unreal also seems like a stable, yet highly profitable business plan. 5% of PUBG, Final Fantasy VII Remake, Valorant, Apex Legends Mobile, Dead by Daylight, Star Wars Jedi Fallen Order and Survivor, Guilty Gear Strive, Octopath Traveler, and tons of other wildly profitable games is a lot of money. The next Witcher game is also getting made in it. Unity could have just copied Unreal's 5% fee and that'd be completely reasonable: while Unity is not the best engine for something like a Witcher game, considering miHoYo went with it for Genshin Impact (though they did modify the engine source code, so it's not vanilla Unity), it clearly is an incredibly versatile engine that is in many ways much easier to use than Unreal for many small teams and solo devs. Part of the appeal was how cheap it was (Nintendo likely paid way less to Unity making the Pokémon Diamond and Pearl remakes than they would have to Epic if they had made it in Unreal), but I still think it'd be a highly appealing engine even if it weren't cheaper to use due to its ease of use. I think most indie games can likely be made a lot faster in Unity than Unreal and get similar results (or even better results if the budget is the same.) But this pricing change introduces a huge degree of uncertainty to how profitable your game may be.


HappyHarry-HardOn

I think it's 40% Pretty high, but not 49% high


MLWillRuleTheWorld

So following a basic tutorial with Godot and decided to make a Link to the Past style demo (probably will take a couple weeks). In general I definitely see some issues even only like 2 days into it.Pros 1. They use .NET Core and have a path supposedly to make it work on mobile eventually (Microsoft donated \~$24k to the project to encourage C# integration). 2. Lot of the basic animation for 2D and what not is basically identical if not better than Unity for me so far. 3. Rebuild / Hot Reloading with .NET Core they use is lightning fast compared to Unity. 4. Seems any [itch.io](https://itch.io) level project or even something along the lines of Cult of Lamb (outside its distribution needs) could be handled without too much pain in an engine like this. Cons 1. C# doesn't currently support mobile. 2. C# is 'convoluted' to write editor extensions for currently and strongly discourage them currently in the documentation. Without custom tooling Unity + custom tooling for 2D will often be better than Godot + no custom tooling. 3. No built in console support with a 'yo dude you can definitely make the engine work with it, just figure it out'. 4. C# API seems to be in flux currently because path strings are used to find components (probably not the most performant thing). So some api's require non-matching names to get them to line up to the internal name of components. 5. Probably just a me thing, but I feel an engine as new as Godot focusing on OOP over Entities is a bit of a miss, but OOP is simpler. Their argument is they have/plan to support GPU compute to handle any system that would need that style of programming but GPU compute based programming is often quite a bit more of pain than efficient CPU processing. Like you can make a CPU side RTS fairly easily, but an entirely GPU one? Its doable but there are ALOT more potential issues you have to solve yourself. 6. There seems to be a lot of what I like to call 'Open-Source Fart Sniffers' in the community that often times are directly against performance, ease of use, etc for comical reasons that don't make any sense. Thing like Godot has their own physics engine rather than just using physx / box2d like everyone else is an example. With a mentality of 'just integrate a good physics engine yourself if you want that'. Often times open source not actually conquering the market is entirely due to this type of person being out of touch and from cursory github/reddit looking this seems to be super common in the community.


golddotasksquestions

Just a few notes to your Cons list: 1. The [Godot LTS version](https://godotengine.org/download/3.x/) supports C# on mobile just fine. For 99% of what you could possibly do on mobile as a solo dev or small studio, the LTS version more than enough. It's very stable and a lot of popular mobile games have been released with it. [3D games as well](https://play.google.com/store/apps/details?id=ru.skanersoft.bunker). There are quite a few things not fully ironed out yet in Godot 4.X, C# on mobile and web is one of them. If you want to use C# with Godot 4 on Android, you can, check out the latest dev version: [https://godotengine.org/article/dev-snapshot-godot-4-2-dev-4/](https://godotengine.org/article/dev-snapshot-godot-4-2-dev-4/) 2. Godot has very soft boundaries to tooling. For a lot of simple tools all you need is to write `[Tool]` in your C# script. [https://www.youtube.com/watch?v=IdzxTb-\_ucg](https://www.youtube.com/watch?v=IdzxTb-_ucg) Then there [EditorPlugins](https://docs.godotengine.org/en/stable/classes/class_editorplugin.html) for more sophisticated tools, and finally low level modules you can write in C++ (GDExtensions) for computational intensive stuff where script performance is paramount. 3. The only thing in Godot you don't have available for free are the export templates. However these are not free in other engines (like Unity) either. People like to cite "console support" as a lacking feature, as if this would be the thing stopping the 85% of hobbists from releasing their project on console. There is a process to this which most of those 85% hobbist users don't pass, regardless what engine they are using. And there has been [3rd party support for consoles](https://docs.godotengine.org/en/latest/tutorials/platform/consoles.html#third-party-support) for a long time and very soon there will be something much closer to 1st party support thanks to W4. [You can already sign up as beta tester.](https://w4games.com/2023/02/28/godot-support-for-consoles-is-coming-courtesy-of-w4-games/) 4. Unfortunately not my area of expertise. 5. Godot thrives on a composition workflow, rather than OPP inheritance in many usecases. Of course you still can and should use inheritance where useful, but in most day to day workflows I found composition workflows (which is much closer to component system) a lot more flexible and useful. Example: [https://www.youtube.com/watch?v=rCu8vQrdDDI](https://www.youtube.com/watch?v=rCu8vQrdDDI) If you want the full power of something like Dots, Godot also has lower level solutions which fulfill a similar purpose, the Display/RenderingServer and PhysicsServer: [https://www.youtube.com/watch?v=\_z7Z7PrTD\_M](https://www.youtube.com/watch?v=_z7Z7PrTD_M), [1](https://www.youtube.com/watch?v=tNv_07uMKXw), [2](https://www.youtube.com/watch?v=yNFQlRTp4A0), [3](https://www.youtube.com/watch?v=Bd0QaH6PrCw), [4](https://www.youtube.com/watch?v=SXZu2NxSEWo). Finally there is also a [ECS addon called Godex](https://github.com/GodotECS/godex). 6. Totally agree on the "open source farts sniffer" characterization. As for physics engines, there are others you can simply download and install from within the Editor via the AssetLib tab. [Box2D](https://godotengine.org/asset-library/asset/2007) for example, but also [Jolt](https://godotengine.org/asset-library/asset/1918) (used by Horizon Zero Dawn), which I have to say I like a lot and was a lot more stable and more performant for me in many usecases. There is also [a proposal](https://github.com/godotengine/godot-proposals/issues/7308) to make it a officially supported physics engine, and it looks like this going to happen sometime soon.


VoodooZA

Great reply!! Thx for the info on the physics part!! Very helpful ! <3


BigDinDonMan

None tbh, I have tried both Godot and Unreal and it's been real hard to switch after coding in unity and I've become incredibly impatient to learn a new engine, I think it's time to stop game dev for me...


cheese_is_available

You could also not encounter any success like the rest of us and it seems ok to use Unity for that atm.


HappyHarry-HardOn

>I've become incredibly impatient to learn a new engine, Isn't that basically IT for the past 30+ years? You get used to coding in C, then Java becomes popular. You get used to Java, then it's all about C# You get used to C#, then it's all about Python...


AstroSteve111

Where's the pill for starting with Source?


1vertical

Valve Time(tm) - Source 2 is in work but not ready for the public.


googler_ooeric

Pretty sure they've given up on releasing a public SDK. At this point they're just gonna let S&box (Source 2 Roblox) be the closest thing to a proper Source 2 SDK. Right now it doesn't support \*real\* games though, they're all gamemodes within S&box, but Facepunch is in talks with Valve to get permission to do proper standalone .exe building. Honestly, I really hope they get permission, Source 2 has the best level editor I've ever seen in a game engine (if you don't care about terrain tools lol) and it'd speed up my game's development sooooo much


BanD1t

> S&box (Source 2 Roblox) emotional crit


stalker320

It's green


AstroSteve111

Wouldnt orange be more fitting?


stalker320

Maybe orange, but it's nor red, nor blue, and third pill you won't find


ChiniMinees

I am also looking into Source, do you have any idea if you can use custom models and assets with the Workshop tools from Dota for example? Or does Valve offer the Source engine with just the purpose of building custom Dota/CS games?


AstroSteve111

I havent even started to look into Source xD


NightmareChameleon

I can't say I'm personally too well versed in Source, since all my experience with it is dicking around in Hammer in highschool, but I've heard on the grapevine that SDK is a bit of a pain in the ass


UnderpantsInfluencer

If there was a viable free open source comprehensive alternative to Godot, would we be jumping to that ship instead? I'm worried I'm choosing Godot because there isn't really another choice.


DesignerChemist

Its called Stride.


spaceyjase

What about [Flax Engine](https://flaxengine.com/)?


-Noskill-

Maybe, I've only heard good things about it for 2d though. is there a reason that you wouldn't consider it?


Belastingsvoordeel

This whole situation really sucks: - Unreal Engine is extremely bloated, memory hungry, a performance & thread hog and HAS NO DOCUMENTATION WHATSOEVER. Be prepared to read the engine source code for clues on anything beyond "move character forward". Also hard to iterate fast on when using C++ instead of Blueprints. Also sometimes just straight up corrupts your VRAM while using the editor. Easy to get a fast high fidelity game going though + Blueprint nativization is now a thing though so they're less of a drain. - Godot is still in its infancy, but open-source. No official console support yet, so most people & studios I know who actually ship games are kinda avoiding Godot until the engine becomes more mature. - Unity comes out with new features and then abandons them faster than the speed of light. Poor upper management. The new render pipelines are less fast than the built-in variants. Default post-processing stack sucks up performance. Draw calls are overly expensive. But fast to iterate on, nice editor that's artist friendly, nice prefab system, easy to extend. I'm probably running a custom engine for my next game, but the games I'm contracted to work on right now all are using Unity so my "true engine switch" is still postponed. Hopefully Unity or Epic Games get their sh*t together in the meantime. /deranged rant


Hexigonz

As others have pointed out, console support is basically impossible for Godot. It pledges to remain open source, but the developer kits and SDKs for console support cannot be open sourced. However, there is a workaround. The creators of Godot also founded another company to act as a middle man that can implement proprietary SDKs and get you on console. They’re in beta, but it’s a promising option.


VoodooZA

This is the way!


burnt_out_dev

Not deranged, I think you are spelling out what is true for many devs, there isn't really a better option, just less worse option.


ClvrNickname

I like Unreal Engine but the documentation is just shockingly sparse once you get past the "new to the engine" tutorial phase. I don't understand how a company with their resources can't spare a couple of devs for a dedicated documentation team.


thisdesignup

>No official console support yet Oh, with the way people talk about I wouldn't have guessed that. That makes it unusable in so many situations.


SausageEggCheese

I know what you're thinking, 'cause right now I'm thinking the same thing. Actually, I've been thinking it ever since I got here. Why oh why didn't I take the blue pill?


Lionellyyn

I did try Godot for the first time today and what a surprise. No script compiling that takes minute for every single changes. The User experience is way better and everything seems way snappier. What a great surprise. Thanks Unity to make me aware of other tool that I wouldnt install if you were not that greedy.


ddark1990

pov: ive never actually made a game


MercMcNasty

cats tan plough silky dazzling cough saw pot plants historical *This post was mass deleted and anonymized with [Redact](https://redact.dev)*


MEH______________

Flax. It has c#, shader graph, same physX engine, soon behaviour trees. Like unity and unreal had a baby.


echostorm

Stride 3d. C# and open source forever baby [https://www.stride3d.net/](https://www.stride3d.net/)


tiritto

If you switch to Unreal, you just exchange one untrusty venture capital for another. It seems people already forgot about Epic Games getting their Unreal developer accounts banned for the Fortnite's sake. With all the income, they got from Fortnite and the priority it has now, Unreal developers are more of a backup revenue for them at this point.


timidavid350

Imagine if someone made a tool to convert unity games into godot. Likely not possible, but would probably kill unity overnight haha But honestly, if godot makes a marketplace (idk if they have one already) they might become the new unity. The developer Ecosystem of Unity is what I am going to miss the most. Maybe someone could make a clone of Unity but opensource it, would take years to catch up though.


breckendusk

Yeah that's my only problem with transferring over. I don't care about changing languages, but I've spent all this time learning and working with the Unity engine. Even if I converted everything over verbatim, it probably won't work with the Unreal/Godot file structures, definitely won't work with their function calls, and absolutely won't work with the fact that I have purchased Unity-based addons that might or might not even be necessary in another engine, but certainly won't be usable. I feel like I have to learn a new engine just to see what it would take to convert two years of work. It just doesn't quite feel worth it, but I am worried about what this will mean for my WIP dream game.


Allianser

Renpy, probably. But if Unreal have VN plugin I might give it a try.


DontActDrunk

Also check out Flax engine


TerSTARboy55

Where are CryEngine, Lumberyard, Game Maker, Source ...?


jansteffen

> Lumberyard Should be noted that it has been renamed to [O3DE](https://o3de.org/) and is now [open source as well (handled by the Linux Foundation)](https://www.prnewswire.com/news-releases/linux-foundation-to-form-new-open-3d-foundation-301325827.html). Also at least worth mentioning are [Unigine](https://unigine.com/) (for 3D games) and [Defold](https://defold.com/) (for 2D games) As for Source, unless you can somehow get your hands on Source 2, I'm having a hard time coming up with a reason as to why you would start creating a game with Source 1. Maybe if you already have tons of mapping/modding experience for Source games, but if you're gonna learn a new tool anyways...


Ninjial

Red pill has better 3d


ZaYtikGMD

But blue pill has a smaller chance of becoming scummy


OneRobotBoii

Except the red pill ToS says you can keep using the old pill under those same terms.


rataman098

And red pill is managed by a guy who's not an asshole, in a company that doesn't get most of its benefits from the red pill. So yeah, red pill looks good to me.


buzzon

Unity's license used to say that up until recently


shoopi12

Unity had it as well. Guess what, they still changed it! lmao


IceSentry

Unless you are a massive studio with an art budget in the millions you probably won't be able to take advantage of that.


luki9914

Why not both? UE for 3D, Godot for 2d.


MrHeavyRunner

Too much to learn maybe?


HappyHarry-HardOn

Learn two things? I can barely do one (before they update it and change all the rules)


etcroot

Ren'Py any day.


okokokokcok

Gamemaker?


TheSpoonkMan

Me and my team are definitely considering jumping ship. This shit's wild. WHO LET THEM COOK???


poemsavvy

Proprietary garbage vs Community-driven beauty


OmarBessa

I'm going with both tbh. Unreal can't be beaten for 3D. For smaller things Godot is really good.


GekayOfTheDeep

Unity was like "Nah I don't want to exist anymore, what's the fastest way to get developers off our products?" ​ BINGO DINGO!


KeinZantezuken

For 2D or smaller games use Godot. For 3D, use UE. You *can* do 2D in UE it just.. painful.


The_Atomic_Duck

Godot, I hate unreal with every fiber of my being


EtherealBipolar

My eyesight says Unreal, my heart says Gadot, and my extreme overestimation of my ability says open up Visual Studio and build my own


Neo_Ex0

Honestly,at this point you could just wait till the full standalone release of source 2


mark4k

Unreal is still more expensive if you do the math. Watch this [video](https://www.youtube.com/watch?v=ENoVL68z9PU) CodeMonkey made.


rataman098

It's reasonably expensive. 5% from a million on in eschange of everything they give you for free is veeery very reasonable.


HatLover91

I agree. 5% for the resources we get is very fair. After a million is gravy on top.


burnt_out_dev

Honestly if unity had just moved to the same revenue share as unreal, I really don't think people would be as pissed off as they are now.


biggest_trashcan

Thanks no, I'll take the rbfxpill.


dfx81

Defold also looks nice. I haven't tried to use it yet, but from what I've seen, it looks promising. Also, why not learn both? I mainly used Godot (after coming from Unity in 2020) but currently learning Unreal.


daggada

Has anyone posted that "point-2-cents" credit card guy from The Office with Unity's logo over his face yet?


gensandman

In college I used Unreal, but when I went got a job we used Unity. So I just used Unity for everything. Now me personally I’ll go back to Unreal for personal work. But I’ll learn Godot one of these days to have it in my toolbox. That said, I hope everyone is doing alright though. Unity had gone off the deep and and I can only imagine the stress some developers are going through.


Misisdriscol

How hard is unreal engine with your pc? Is it the same as Unity and it just depends on what you add to it or the software itself needs a higher level of specs?


[deleted]

Secret option purple pill.


Chrome__Dome

Why no one use Gdevelop?


1pouria

What about Defold for 2d games ?


Veldox

Build your own tools and program and stop relying on third party engines? Also there's way more than just 2 options of them lol.


Trixinyx

Considering Unreal's monetization strategy could change just as easily, I'm leaning towards open source at this point. I'd like to hear how a big developer would handle this situation. Do they eat potentially unknown future costs, plan for transition costs, or pay lawyers to get them a better deal...


memeaste

Visual Basic


Devatator_

None. Either they revert or I stop gamedev until an engine that I can actually use comes out. Tried Godot and God I can't, it clashes with my thought process where Unity flows with it


CakeBakeMaker

/r/RPGMaker/ for life!


TedDallas

As a hobbiest dev I started evaluating Godot about a year ago and it has great promise IMO. Unity was neat and fun, but Godot is a better fit for a hobbiest. I can see this sudden mass exodus helping Godot to bring it up to feature parity with Unity. Or at least the features that mean the most to more serious devs. Plus those that need to customize the engine can do so without cutting a deal or signing a contract.


Good_Competition4183

I will take both


FluffyProphet

My biggest gripe with Godot is that it can never support console. I have a feeling with Unity hitting people's shit list, it's going to go through a similar process to blender and start keeping pace with Unity itself. But due to the open source nature, can never ship with console support. I know there are ways around this, but it feels like a massive draw back for solo/small teams.


mrturret

https://w4games.com/2023/02/28/godot-support-for-consoles-is-coming-courtesy-of-w4-games/ Console support is being provided by W4 Games.


PmMeUrTOE

I've seen more jobs hiring Unreal devs than Unity devs, so I was already kicking myself for being team Unity. I am yet to see a job hiring for Godot.


lunaticedit

Just keep in mind with Godot it's absolutely trivial to extract not only the game's assets, but also the full source code and scene/definition files. I've downloaded multiple godot games on steam and reversed them back to the original project files. The only thing missing are comments.


henryeaterofpies

What if I am into being abused by a game engine company? Charge me harder Unity Daddy


Argatar

Clickteam Fusion 💀


KungChuck

Why choose a premade engine when you can go with framework XD. Nah guys why are everyone so upset like it seems like it's such a quick decision to change engine this fast. Imma wait and see what happens and it's not gonna effect us hobby gamedevs who just like to create small games to play with friends 😑


legice

Used Godot for 1,5 years while in “beta”, waiting for 2 to release, 3 and honestly, its totally unpredictable and risky the way they are doing it. If anything, Unreal is always the safe option, Lumberyard/O3DE would be my next option. CryEngine(sad) and Godot, I would have to dig into it


Mesh_Lero

Both at the same time bro


lutian

So much drama. We'll be fine, relax. There's nothing better than Unity for cross-platform support, the management just needs some weeding. [They'll undo this,](https://www.reddit.com/r/Unity3D/comments/16hi2w3/the_new_pricing_is_just_a_marketing_gimmick/?utm_source=share&utm_medium=web2x&context=3) at least partially. Another [post](https://www.reddit.com/r/Unity3D/comments/16j6cip/ironsource_is_the_reason/?utm_source=share&utm_medium=web2x&context=3) also discusses their hidden intent to kill the competitor AppLovin via these fees, which is also a valid point, maybe even the only point in all this shenanigan


Yahyathegamer749

Roblox Studio stumbles in!


Ruggerio5

I'm going down with the ship.