<story><title>Game Development Post-Unity</title><url>https://www.computerenhance.com/p/game-development-post-unity</url></story><parent_chain><item><author>clnq</author><text>To put this very directly, Godot is a meme in the commercial games industry. Most of companies with above AA cash would rather write their own engines than use Godot, as the maintenance effort would probably exceed the effort to write the own engine to spec.&lt;p&gt;Maybe Godot is more seriously considered by indies and open source fans. But then, Unreal Engine is also practically open source for any licensee, including ones that won’t ever pay a cent to Epic. So even in indies, it’s rare to see Godot.&lt;p&gt;I champion all development in games. So I wish good luck to Godot. I’ve actually been thinking about contributing, too. I think in some ways, the ethics of Godot are a breath of fresh air. But contributing to UE looks much better on a resume.&lt;p&gt;There are a lot of forces working agains Godot: inertia, economics, instability, lack of talent, lack of appeal to talent. No marketplace actually is the least of its concerns as we don’t use marketplace stuff much in AAA&amp;#x2F;AA. The engine makes a lot more sense on paper than in reality.</text></item><item><author>webprofusion</author><text>Godot is the most obvious answer from a long term non-profit perspective, but it&amp;#x27;s not without it&amp;#x27;s caveats. Rewriting is obviously difficult, starting new projects is somewhat easier. The main issue I see is the Unity asset store ecosystem is completely different and provides massive amounts of functionality for current games, which Godot doesn&amp;#x27;t yet have much of.&lt;p&gt;I&amp;#x27;ve tried Godot a few times and basic stuff like export to web didn&amp;#x27;t work at all out of the box, and it felt like alpha quality stuff. I would however like it to succeed.&lt;p&gt;Unity also has extensive documentation and training and it&amp;#x27;s an established tool for game devs who then migrate to industry jobs like industrial process&amp;#x2F;environment simulations. I have a feeling Godot is barely aware of these scenarios as it&amp;#x27;s rarely the engine of choice.</text></item></parent_chain><comment><author>bluefirebrand</author><text>&amp;gt; To put this very directly, Godot is a meme in the commercial games industry. Most of companies with above AA cash would rather write their own engines than use Godot&lt;p&gt;I find this an odd statement because from my perspective there aren&amp;#x27;t any AAA titles written in Unity either. They are all proprietary engines or Unreal nowadays.&lt;p&gt;So the question isn&amp;#x27;t if Godot can take over the AA, AAA games, it&amp;#x27;s can it take over the market currently served by Unity.&lt;p&gt;It probably can&amp;#x27;t right now, but probably not as far off as it seems either&lt;p&gt;&amp;gt; There are a lot of forces working agains Godot: inertia, economics, instability, lack of talent, lack of appeal to talent.&lt;p&gt;Other than &amp;quot;instability&amp;quot; none of this is a criticism of the engine itself... so why is it a meme?&lt;p&gt;Edit: I&amp;#x27;m actually really struggling to think of a game I would consider AAA that I know of made in Unity. Please help me out if you know of some I&amp;#x27;m not aware of.</text></comment>
<story><title>Game Development Post-Unity</title><url>https://www.computerenhance.com/p/game-development-post-unity</url></story><parent_chain><item><author>clnq</author><text>To put this very directly, Godot is a meme in the commercial games industry. Most of companies with above AA cash would rather write their own engines than use Godot, as the maintenance effort would probably exceed the effort to write the own engine to spec.&lt;p&gt;Maybe Godot is more seriously considered by indies and open source fans. But then, Unreal Engine is also practically open source for any licensee, including ones that won’t ever pay a cent to Epic. So even in indies, it’s rare to see Godot.&lt;p&gt;I champion all development in games. So I wish good luck to Godot. I’ve actually been thinking about contributing, too. I think in some ways, the ethics of Godot are a breath of fresh air. But contributing to UE looks much better on a resume.&lt;p&gt;There are a lot of forces working agains Godot: inertia, economics, instability, lack of talent, lack of appeal to talent. No marketplace actually is the least of its concerns as we don’t use marketplace stuff much in AAA&amp;#x2F;AA. The engine makes a lot more sense on paper than in reality.</text></item><item><author>webprofusion</author><text>Godot is the most obvious answer from a long term non-profit perspective, but it&amp;#x27;s not without it&amp;#x27;s caveats. Rewriting is obviously difficult, starting new projects is somewhat easier. The main issue I see is the Unity asset store ecosystem is completely different and provides massive amounts of functionality for current games, which Godot doesn&amp;#x27;t yet have much of.&lt;p&gt;I&amp;#x27;ve tried Godot a few times and basic stuff like export to web didn&amp;#x27;t work at all out of the box, and it felt like alpha quality stuff. I would however like it to succeed.&lt;p&gt;Unity also has extensive documentation and training and it&amp;#x27;s an established tool for game devs who then migrate to industry jobs like industrial process&amp;#x2F;environment simulations. I have a feeling Godot is barely aware of these scenarios as it&amp;#x27;s rarely the engine of choice.</text></item></parent_chain><comment><author>vvanders</author><text>I hope Godot&amp;#x2F;Bevy do well but there&amp;#x27;s a kernel of truth there as well. It was not uncommon for us to make &lt;i&gt;significant&lt;/i&gt; changes to licensed engines to meet the needs of the game style&amp;#x2F;design. UE3 for instance was pretty awful for open world titles(gears was quite a rails shooter and the engine reflected that), there&amp;#x27;s a number of titles that took the renderer and re-did many of the major game systems.&lt;p&gt;Once you make changes like that upleveling is a serious challenge. We had one dev who&amp;#x27;s responsibility was to pull latest, spend about a month getting to to compile, another 1-2 months fixing all the issues, checking it in only to them spend another 2 months fixing all the cases that weren&amp;#x27;t tested. With a ~6mo uplevel cadence it was just enough time to finish it in order to start the next uplevel. Once you&amp;#x27;ve gone through that internal engines start to look appealing(although they have their own pitfalls, I.E. heavy dependency on MAX&amp;#x2F;Maya for editor support and other &amp;quot;fun&amp;quot; bits).</text></comment>