adriaan

joined 1 year ago
[–] adriaan 117 points 1 year ago (1 children)

I'm so happy this is becoming more mainstream. Huge props to people like NotJustBikes for such effective propagandizing.

[–] adriaan 2 points 1 year ago (1 children)

It's not really the drivers' fault, it's the bad infrastructure that drives their behavior.

[–] adriaan 20 points 1 year ago

They are authoritarians first and foremost, so it's a bit of a tough one for them there

[–] adriaan 5 points 1 year ago

It is difficult though. Godot has been in development since 2007. It was not FOSS until 2014. It is still way behind Unity and Unreal Engine in many ways, which have been around since 2004 and 1995 respectively.

[–] adriaan 4 points 1 year ago

Take it from godot themselves, they have a list of missing features for AA/AAA developers: https://godotengine.org/article/whats-missing-in-godot-for-aaa/

[–] adriaan 2 points 1 year ago (2 children)

Sorry but if large teams could pick up Godot and make next-gen games with it just like that, they would. You can't. You can find absolutely stunning looking projects from solo creators in Unreal Engine. Sure you have assets from the asset store. That's the point - you don't have to reinvent the wheel.

[–] adriaan 7 points 1 year ago

You're not wrong that creating FOSS technologies is a worthwhile pursuit. I think what you're missing is how massive a game engine is. The average game development company simply cannot be creating its own engine or forking Godot to create a game in.

It requires a large company dedicated to engine development and tooling, and at least a decade of development, to create a worthwhile engine. If you want to make a game, fronting that development with a decade of engine development is not financially sensible. This issue is not one that game development companies can fix.

That said, if Godot meets your game and team's needs (or reasonably close to where you can reasonably develop the engine further to meet them), go for it. But it's not realistic for most developers.

[–] adriaan 20 points 1 year ago* (last edited 1 year ago) (10 children)

You have no idea what you're talking about my guy. First off, Godot has been in development since 2007. That's 16 years ago. Secondly, Godot started in Codenix, a consulting company that made money by licensing then-closed-source Godot. They only made it open source in 2014 - 7 years into development. This is a company that made its money through selling a game engine, not through making games. Thirdly, Godot receives funding from massive companies (e.g. they received $250k in funding from Epic Games in 2020). Fourthly, Godot is not up to par with Unreal Engine or Unity. It's NOT a viable game engine for many games being developed.

Edit: also, I'm not a milennial. I'm a zoomer. No, I'm not too young to have an opinion on this, I've been making games for 15 years.

[–] adriaan 15 points 1 year ago (24 children)

You're not listening. It's not that it's hard (although it definitely is), it's literally just infeasible financially and time wise. You cannot spend millions developing an engine unless you are a large AAA studio. You can't pull up your bootstraps your way into making a modern game engine within the budget you have to make a game.

As for Godot:

  1. While games like Domekeeper and Luck Be a Landlord are great, they are made by two people and one person respectively. It has not proven itself as an engine capable of supporting the type of development cycle and team necessary for larger projects.
  2. The best games released in Godot are visually vastly inferior to anything you can whip up in other commercial engines. Its focus has been on 2D, and the 3D games released in it don't look great. Users expect more from bigger budget games.
  3. Godot is very new. Many games started development in its infancy, and some before it was even released as open source. Not to mention that most studios have existed much longer and are already established in an older engine, with lots of capital and knowledge locked up in those softwares. There is a lot of inertia to adapting new technology.
[–] adriaan 35 points 1 year ago (28 children)

It's not "the easy route". Making a game engine is a tremendous investment these days. If you are making anything other than a game that looks like early 2000s or earlier, you need a pretty capable engine that takes years to develop. That's on top of the time it costs to make a game, which is also typically years. Not to mention that your proprietary engine will have subpar tooling and make your game development slower.

For anyone but industry giants it's not feasible to make a modern engine. Unless your game is not aiming to play and feel like a modern game, you have to run with an off-the-shelf engine.

[–] adriaan 6 points 1 year ago

sorry but you're wrong, it's a lot more complicated than that

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