No mention of Godot? It seems to be slowly starting to eat their lunch.
No mention of the fragmented rendering backends?
Oh, but they do talk about basketball. Why would a CEO care about the little things⦠Unity is going to be fine.
As an ex-Unity dev, it's clear Unreal crushes Unity on the "AAA" vibe side, and Godot marches forward on the "indie" vibe side. The writing was on the wall - I personally switched to Godot and couldn't be happier. Tools have new versions before being deprecated, bugs get fixed (and fast!), and there's no looming threat of Unity coming down and squeezing more money out of our products
Unity is absolutely being squeezed between the two. I can't really see how it can compete with Godot at the low end; it's hard to compete with free, and most of the goodness in low end games is the gameplay logic, not graphics or animation. And Godot can only get better; look at how Blender ate the CGI tools market. This leaves Unity having to either compete with Unreal at the high end - a very high bar - or somehow finding a new business model. The switcheroo they tried to pull on their customer base can best be viewed in that light.
I don't like Godot that much either - Imo what an engine needs is a clear and easy to use high-level API for grunt work, and good low level access so you can program your features just the way you want to.
If you understand how engines and rendering works in general you have an idea on how to implement something - but then you either run into A: a tool that can't quite do what you want but almost, B: an incredibly overengineered API that's somehow way more byzantine than OpenGL C: Some obscure quirk or bug of an existing feature that either works in a strange way, isn't documented, or is buggy.
In all these cases, doing the feature yourself is much easier than relying on the engine.
Currently working on a new game and it was hard for me to decide between unity and Godot.. I ended up going with Unity cus..
* I have 10+ years experience with it.
* C# integration in Godot is not great
* Cant build to webGL with C# in latest version of Godot
* gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)
* With Unity I have access to the asset store, which has a massive amount of content, some very high quality stuff also that's much better then Unity's built in features (eg. Rewired)
I feel dirty using Unity vs Godot, but I primarily want to get my game done, and it will be faster with a better result using Unity, its just superior from an engineering point of view right now imo.
> gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)
I'm going to break this down:
> gdscript is not a serious option imo
Subjective, but fair enough. If this is a general argument against "scripting languages" versus more "advanced" languages, I should remind you that Lua and JS are still very popular languages in game development.
> stupid whitespace language
The only other big "whitespace language," Python, is immensely popular and widespread in server, client, AI, etc. applications. This is a question of taste, and has nothing to do with the objective quality of GDScript.
> They need to drop it and focus on C# like Unity did years back with UnityScript
The irony is that JavaScript (real JS, not a JS-like language) is almost certainly very viable in a game engine nowadays.
> Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example
C# is popular for a variety of reasons (fast, mature ecosystem, etc.); however, "just use C# because others are using it" is by itself not a compelling argument.
Syntax and language aren't that big of a deal for professional developers.
Unity doesn't make me feel dirty at all. Quite the opposite actually. I am not going to apologize for using tools that don't suck. I feel like I am on the bridge of an imperial star destroyer when I am observing others get caught up with this "X is better than Y" bullshit, especially when X is definitely not better than Y.
> its just superior from an engineering point of view right now imo.
If you are building a game, this is the only thing that should matter. Imagine deluding yourself into believing that by picking exactly the right OSS hammer from Home Depot that your woodworking project will magically go better. If you have involved other humans in this effort, playing tooling tribalism simulator is a pretty lame thing to do, especially if those other humans are non-technical artists and otherwise trying to simply contribute to some shared creative vision.
OsrsNeedsf2P|3 months ago
lambdaone|3 months ago
torginus|3 months ago
If you understand how engines and rendering works in general you have an idea on how to implement something - but then you either run into A: a tool that can't quite do what you want but almost, B: an incredibly overengineered API that's somehow way more byzantine than OpenGL C: Some obscure quirk or bug of an existing feature that either works in a strange way, isn't documented, or is buggy.
In all these cases, doing the feature yourself is much easier than relying on the engine.
Particle systems are a good example for this.
everyone|3 months ago
* I have 10+ years experience with it.
* C# integration in Godot is not great
* Cant build to webGL with C# in latest version of Godot
* gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)
* With Unity I have access to the asset store, which has a massive amount of content, some very high quality stuff also that's much better then Unity's built in features (eg. Rewired)
I feel dirty using Unity vs Godot, but I primarily want to get my game done, and it will be faster with a better result using Unity, its just superior from an engineering point of view right now imo.
ronsor|3 months ago
I'm going to break this down:
> gdscript is not a serious option imo
Subjective, but fair enough. If this is a general argument against "scripting languages" versus more "advanced" languages, I should remind you that Lua and JS are still very popular languages in game development.
> stupid whitespace language
The only other big "whitespace language," Python, is immensely popular and widespread in server, client, AI, etc. applications. This is a question of taste, and has nothing to do with the objective quality of GDScript.
> They need to drop it and focus on C# like Unity did years back with UnityScript
The irony is that JavaScript (real JS, not a JS-like language) is almost certainly very viable in a game engine nowadays.
> Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example
C# is popular for a variety of reasons (fast, mature ecosystem, etc.); however, "just use C# because others are using it" is by itself not a compelling argument.
Syntax and language aren't that big of a deal for professional developers.
bob1029|3 months ago
Unity doesn't make me feel dirty at all. Quite the opposite actually. I am not going to apologize for using tools that don't suck. I feel like I am on the bridge of an imperial star destroyer when I am observing others get caught up with this "X is better than Y" bullshit, especially when X is definitely not better than Y.
> its just superior from an engineering point of view right now imo.
If you are building a game, this is the only thing that should matter. Imagine deluding yourself into believing that by picking exactly the right OSS hammer from Home Depot that your woodworking project will magically go better. If you have involved other humans in this effort, playing tooling tribalism simulator is a pretty lame thing to do, especially if those other humans are non-technical artists and otherwise trying to simply contribute to some shared creative vision.
pjmlp|3 months ago
Also they aren't still there with being first partner with many industry places, that always release a Unity SDK for their products.