this post was submitted on 14 Sep 2023
686 points (98.4% liked)
Technology
57472 readers
4165 users here now
This is a most excellent place for technology news and articles.
Our Rules
- Follow the lemmy.world rules.
- Only tech related content.
- Be excellent to each another!
- Mod approved content bots can post up to 10 articles per day.
- Threads asking for personal tech support may be deleted.
- Politics threads may be removed.
- No memes allowed as posts, OK to post as comments.
- Only approved bots from the list below, to ask if your bot can be added please contact us.
- Check for duplicates before posting, duplicates may be removed
Approved Bots
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Good reason to just use godot
Had been looking at it for awhile. Installed it this morning.
Even supports C#.
I just had the same thought and looked into it. It seems like Godot has the same object composition style as Unity? That was the main thing that's kept me using Unity.
Having documentation that’s always in flux, I don’t know that I would recommend Godot to new users, but I’ve been doing this for fifteen years, and after awhile, you develop a sense of what general direction to look in when things aren’t working as expected.
Right well I'm not new to game dev, just looking for a new engine. My experience with the UDK years ago turned me off that entire engine and confirmed to me that composition >>> inheritance which is why I stuck with Unity.
I guess since I'm pretty much committed to finding an alternative it can't hurt to download it and give it a try. It'll be nice to know I'm working in an actually open engine for once.
I think the only reason not to use Godot now is console support.
Godot mentions on the website that they partner with publishers for console support, so it's theoretically possible. It's not like indie devs working with Unity are getting their hands on Dev kits anyway.