Over 15K game have the Godot tag on Itch.io. 90K+ have the tag Unity
Over 15K game have the Godot tag on Itch.io. 90K+ have the tag Unity
Drama is over, people continue using Unity as if there are no issues with it.
One out of six is not bad, considering the costs of migrating over from Unity to Godot, and the maturity level of Godot vs Unity. The real tell will be for future/new projects, and in what product they are done in.
But overall, familiarity (and sunk-cost fallacy) grabs you by the privates, and its hard to get it to let go.
When you look at games made within the last 30 days, godot is double unity
Yes, considering many games might be stuck on unity with months or years of sunk cost development, so they don’t change until the next project. At that point, Godot will be even more developed, so more attractive.
I assume many games that are AAA will negotiate their own terms. Some will use unity until they get burned later with fees. Eventually as godot comes to parity, unity will be pointless.
This is not an industry where people won’t be contributing to the source code, I can understand how not many programmers keep gimp up to date with photoshop. This is an industry of programmers. Godot is undoubtedly the future, now.
It can take years to fully master a piece of software like a game engine.
It also take years to build a game and often your locked to the game engine during development. (Same manage to change mid development but its always a costly Painful experience)
For ongoing development Godot would also need to support all of the features that where already established to become a part of the game.
So boycotting unity isn’t easy and should logically take years of small cultural changes within dev communities.
But thats not what i am seeing here. What i see here is unity getting fucked by a a company i never heard of before last year. In almost no time Godot Spearheaded to be statistically more popular for devs then linux is for desktop users. It really is wild display of ongoing momentum.
You’re entitled to your own perspective and opinion when being shown information of course but its a rather narrow minded stance that you are taking.
Considering that DOTS is allegedly at least partially to blame for the disaster that is Cities: Skylines 2 (Source), I’m almost tempted to say that’s a good thing.
While the licensing changes were the last straw, I was always annoyed with the direction Unity was going, which was grafting a bunch of unfinished, barely documented features onto the engine, putting the stuff it’s supposed to replace on life support and never actually finishing those features for years.
Yes, there were lots of other issues, but what I’m mostly referring to was that many of these broken systems wouldn’t have to be built if stuff like DOTS and virtual texturing wasn’t unfinished:
And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games. Similarly Unity’s virtual texturing solution remains eternally in beta, so CO had to implement their own solution for that too, which still has some teething issues.
Do you have the same problem at diarrhea4.bjoern-tantau.de/…/diarrhea4.html?
If not: I blame itch.io.
If yes: I blame Godot.
Oh my, I tripped up the OOP on my joke. I was referencing why you originally made the game: “However this happens around 4 out of 5 times and sometimes it works.”
I was just making a shitty (ha!) joke. 😉