• echo64@lemmy.world
    link
    fedilink
    English
    arrow-up
    9
    arrow-down
    2
    ·
    1 year ago

    To where? Godot isn’t there yet (sorry, maybe in five years, it’s impressive and on the right track. Not today). And unreal is under the same pressure.

    • hiddengoat@kbin.social
      link
      fedilink
      arrow-up
      12
      arrow-down
      2
      ·
      1 year ago

      You know what else isn’t there yet? Unity, Unreal, Source, CryEngine… literally every commercial game engine requires development if you’re actually looking to push hardware limits. They’re just toolboxes.

      Godot is no different, except that developers are going to be much more likely to release their changes publicly.

      • echo64@lemmy.world
        link
        fedilink
        English
        arrow-up
        6
        arrow-down
        1
        ·
        1 year ago

        Godot is fantastic, it’s where blender was in 2007-8 and it’s super exciting.

        It’s nowhere near the same level as the contemporaries yet. You can’t even build for console right now and have to hire third parties to port.

        • Rentlar@lemmy.ca
          link
          fedilink
          English
          arrow-up
          3
          ·
          1 year ago

          Keep in mind that the console makers likely don’t want too much of their SDKs to become part of Godot’s open codebase. They license it to publishers who promise them that they won’t divulge important IP.

          • echo64@lemmy.world
            link
            fedilink
            English
            arrow-up
            3
            ·
            1 year ago

            keep in mind that unreal engine is also open source. Epic just has a system where if you get the go-ahead from a console maker, and they can confirm that, then you get access to the parts of the engine that connect to the console SDK’s

            if you are an indie dev today, you can get the go-ahead from sony/nintendo/whoever and launch your UE/unity game on those platforms without much fuss. if you have a godot game you have to contact a third party porting house and ask them to port the game to those consoles. those companies have already made the godot hookups into platform specific SDK’s but you still have to contact, and licence them to do this, if they accept working with you.

            • Rentlar@lemmy.ca
              link
              fedilink
              English
              arrow-up
              5
              ·
              1 year ago

              The problem is that Godot is FLOSS. Unreal is missing the free (as in freedom) and libre part.

              • echo64@lemmy.world
                link
                fedilink
                English
                arrow-up
                1
                ·
                1 year ago

                kinda, its MIT so it’s not free. I can, for example, change a bunch of godot. release my changes in binary only form and you can’t demand the source from me. I mean you can but i’ve no legal compulsion to do that.

            • Goronmon@kbin.socialOP
              link
              fedilink
              arrow-up
              4
              arrow-down
              1
              ·
              1 year ago

              keep in mind that unreal engine is also open source.

              The Unreal Engine is not open source by any reasonable definition of open source. Being “source available” is not the same as open source, as you can’t use the code whoever you like.

                • Goronmon@kbin.socialOP
                  link
                  fedilink
                  arrow-up
                  2
                  ·
                  edit-2
                  1 year ago

                  Source available is open source. There’s a recent movement trying to redefine open source to refer only to FOSS, but it’s pretty stupid.

                  You have it reversed. The “source available is open source” argument is the more recent idea. Unless by “recent” you mean “in the last 30 years”.

              • echo64@lemmy.world
                link
                fedilink
                English
                arrow-up
                1
                arrow-down
                2
                ·
                1 year ago

                you can’t use most open source code “however you like” either, they all have licenses. the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.

                but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here

                • Goronmon@kbin.socialOP
                  link
                  fedilink
                  arrow-up
                  3
                  ·
                  edit-2
                  1 year ago

                  you can’t use most open source code “however you like” either

                  Alright, sure my language was overly broad. “The licensing is restrictive in a way which makes it clearly not open source.” would have been a better choice.

                  …the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.

                  So, it’s not open source.

                  …but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here

                  That still doesn’t make it open source, mainly because you are missing one of biggest aspects, distribution.

                  • echo64@lemmy.world
                    link
                    fedilink
                    English
                    arrow-up
                    2
                    arrow-down
                    1
                    ·
                    1 year ago

                    Open source != copyleft. That’s free software if you want to go that route.

                    Also, you can distribute your version, of course you can. Both your changes and binary form. It’s just all distributed under epics unreal engine licence

    • beefcat@lemmy.world
      link
      fedilink
      English
      arrow-up
      9
      arrow-down
      1
      ·
      edit-2
      1 year ago

      i don’t think unreal is under the same pressure for three reasons:

      1. they already have a reasonable revenue sharing model. they make a lot more per licensee than unity does because they take a cut of your sales rather than charging a per-engineer license for the dev kit.

      2. epic’s headcount is not nearly as horrendously bloated, even before the recent layoffs.

      3. the company is still privately held with Tim Sweeney the majority owner.

      points 1 and 2 mean epic is actually profitable, and has been for decades at this point. meanwhile, the publicly traded unity has struggled to break even for most of its existence