As promised, an article about things that Godot is missing to tackle on bigger titles.
https://godotengine.org/article/whats-missing-in-godot-for-aaa/
As promised, an article about things that Godot is missing to tackle on bigger titles.
https://godotengine.org/article/whats-missing-in-godot-for-aaa/
Was literally just saying how badly I wanted to use closures/lambdas for dynamic signal binding and then I read this.
Amazing stuff, cannot wait.
@reduz nice article!
I do think chasing AAA is risky and might be not achievable (Unity made that mistake of trying to do that, I think). Especially modern AAA is *so far out* that their issues are mostly in the land of "we have this many terabytes of data that even Perforce struggles" or "how do I organize work of 1000 people at once".
@ignaloidas @reduz Unity also had very fast iteration times and pleasant (simple) workflows before it tried to become more suitable for larger productions :)
It's complex balance it well; "just add a bunch of features" (that everyone asks for!) can lead to messy UI and settings overload. And so on.
@aras I fully agree and I don't think Godot development direction in itself will go towards AAA titles. IMO it sits in the right spot for Indie/AA (and to some degree top AA).
But the distinction that we saw with many studios is that being MIT license and the source code very clean, they are happy to take it and butcher it to accomodate larger projects.
@reduz Really nice article! 👍 And thanks for working so hard on this amazing game engine!
And regarding asset store: I think that would be really nice for both small and large companies 😁 In my experience many large companies (AAA game studios and other non-game companies) also rely on this a lot. Often because of short deadlines, or because a project starts with a small team at prototyping stage.
Anyway, I hope you're really proud of what you've made, because it's literally a game changer!