this post was submitted on 17 Sep 2023
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[–] beppi@sh.itjust.works 4 points 1 year ago (2 children)

Out of interest, why do you say that it may not be good for AAA games?

[–] Afiefh@lemmy.world 17 points 1 year ago (2 children)

Before Godot 4 the 3D engine was pretty far behind, think early 2010 teach. With Godot 4 it got an insane upgrade which puts it in par with Unity as far as I understand (not a unity expert), but still behind Unreal (then again, everything is behind Unreal.)

Unfortunately it takes multiple years for a 3D game to be developed, so it'll be a while before we see actual released 3D games with Godot 4.

[–] Exec@pawb.social 3 points 1 year ago

Sonic Colours Ultimate was made before Godot 4 was out but it doesn't look bad at all.

[–] uis@lemmy.world 1 points 1 year ago (1 children)

What exactly put it behind? Bad performance?

[–] Sethayy@sh.itjust.works 3 points 1 year ago

Not many tools supported out of the box. Its beauty comes in its modularity, so anyone could have always made an add-on - but that takes time and money, what most small devs don't have (but Sega and Tesla could).

Then more recently the devs have had time, and so could make these first-party - and very recently much more stable long term funding, so I'd expect these tools to improve rapidly.

All that being said you could toss a 20 million polygon default cube in UE5 and it'd look/run pretty good

[–] ThisIsAManWhoKnowsHowToGling@lemmy.dbzer0.com 2 points 1 year ago (1 children)

Unity has been the king of portability for a while now. Godot is focused on the PC market.

[–] vox@sopuli.xyz 10 points 1 year ago (2 children)

godot runs everywhere, webgl, webgpu, android, ios, linux, macos, windows, gaem consoles

[–] Tranus@programming.dev 7 points 1 year ago (2 children)

My understanding is that running on game consoles can't be officially supported, because they can't integrate the necessary proprietary code into the engine while keeping it open source.

[–] jcg@lemmy.world 6 points 1 year ago

They can't distribute the proprietary bits in with the engine, so you have to work with the Godot team and a publisher which you probably would be doing anyway.

[–] vox@sopuli.xyz 1 points 1 year ago* (last edited 1 year ago)

yeah plugins are needed, but the engine core is extremely portable

[–] ThisIsAManWhoKnowsHowToGling@lemmy.dbzer0.com 3 points 1 year ago (1 children)

I mean, it's easier to port a game running on Godot than something written in Assembly. So I'm not shocked to hear that

But up until Unity decided to stick some TNT up their ass and light it last week, the king of porting was Unity. I'm not saying it's perfect, but if you're a tiny indie company who wants to get something on Xbox, PS5, the Switch, PC, and even maybe mobile if the game is tiny, Unity was the engine for you.

[–] cynetri@midwest.social 8 points 1 year ago (1 children)

To be fair, the only reason Godot can't port to consoles as easily as Unity is for licensing reasons. Console manufacturers don't want their console build code released as open-source under MIT like Godot is, so that's all relegated to third-party services/plugins

[–] Sethayy@sh.itjust.works 4 points 1 year ago

and there's many third/almost first party companies to do it for you, they just almost by definition need to charge for it - cause Microsoft and Sony charge them.

The one is even made by the devs and returns its profits to development