In the last 6 months I have remade my movement-based roguelike game, originally made in Unity, twice in two different game engines.0:00 Intro0:21 Unity2:40 A...
A devlog on switching from Unity to Godot and then to Bevy.
Every game engine that I have used (Godot, Unreal, Unity) has a bloated or buggy editor. It’s inevitable
From a user perspective, bloated generally means it’s sluggish to open and/or run. Never tried Unity, but I tried Unreal a while ago and on my old machine it was almost a minute (on an SSD I bought specifically to try Unreal!) to open up the project launcher and then even more time to open up a basic project. Godot by comparison is instant. Similarly it was a 100GB+ compile whereas Godot is significantly lighter even with 4.X.
They complain about closed source but then when they hit the issue in Godot it doesn’t seem like they utilize the open source nature
I mean yeah… though open source can sometimes mean looking at the code or even the ability to test/give feedback on PRs. If someone doesn’t know C++ and can’t fix every issue I wouldn’t say it’s a failure.
For 3.X vs 4.X you’re absolutely right, but I see it as more of a guarantee for existing 3.X projects or even existing users. If someone’s starting completely fresh I don’t really blame them for wanting to start with the current/future workflow. And FWIW the showstopper they encountered seems to be specific to C#, thus one reason why I mentioned the bindings (especially as they switched languages anyway).
For most people I think the features will outweigh the downsides, especially being good enough that one can hold out for workflow/release improvements. Though even 4.2/4.3 might not be perfect, especially with a faster release schedule. Some people might want to stick to 3.X even then, but I think it depends on the user.
From a user perspective, bloated generally means it’s sluggish to open and/or run. Never tried Unity, but I tried Unreal a while ago and on my old machine it was almost a minute (on an SSD I bought specifically to try Unreal!) to open up the project launcher and then even more time to open up a basic project. Godot by comparison is instant. Similarly it was a 100GB+ compile whereas Godot is significantly lighter even with 4.X.
I mean yeah… though open source can sometimes mean looking at the code or even the ability to test/give feedback on PRs. If someone doesn’t know C++ and can’t fix every issue I wouldn’t say it’s a failure.
For 3.X vs 4.X you’re absolutely right, but I see it as more of a guarantee for existing 3.X projects or even existing users. If someone’s starting completely fresh I don’t really blame them for wanting to start with the current/future workflow. And FWIW the showstopper they encountered seems to be specific to C#, thus one reason why I mentioned the bindings (especially as they switched languages anyway).
For most people I think the features will outweigh the downsides, especially being good enough that one can hold out for workflow/release improvements. Though even 4.2/4.3 might not be perfect, especially with a faster release schedule. Some people might want to stick to 3.X even then, but I think it depends on the user.