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/

Godot Rendering Priorities: September 2024

4.3 is out. It's time for an update!

Godot Engine

@reduz

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".

@reduz If I were a king of some hypothetical engine, I'd perhaps explicitly say it's not going after AAA. Triple-III (indie teams with high production values), maybe AA, sure. And do that by focusing on pleasant workflows, good collaboration, fast iteration times. Mostly.
@aras @reduz For what it's worth, the main strengths of Godot has been the pleasant workflows and fast iteration times IMO. Collaboration is also coming along, though not as fast I'd say.

In the end, since it's a mostly community driven project, these things will probably remain a large focus, because they are relatively easy to fix in small pieces, which fits great with occasional contributor's flow.

@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.

@aras @reduz there’s a chance that a pleasant workflow and fast iteration will accidentally create some AAA output

@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!

@reduz
OK, now read that back and see how it sounds from an indie developers point of view rather than a venture capitalists.
@shuvit Can you elaborate? If you read the article, you should see that the point of it is that, despite missing features that still have to be implemented, Godot development will _not_ go in that direction.
@reduz I was looking for a bug fix change log, and what I got was a marketing pitch that I clearly wasn't the intended audience for. That's mostly my fault I guess. Apologies. Though it is disorienting to see talk of streaming animation systems when the skeletons are in as rough of shape as they currently are. IMO chasing 'aa commercial engines' and markets is the wrong direction but that is irrelevant to your article.
@reduz
- to have in-editor tool for managing downloadable and local assets like Addressables in Unity.
- scene view shows the game view with ability to interact with camera and gameobjects. After Unity it is also strange not to have this ability, to be able to see outside the screen boundaries, to check collisions by dragging objects, etc