Reminds me that I should upload my shitty game to itch.io.
Edit: I’m doing my part.
Is this going to load more than 1 out of 5 times? 😜
Do you have the same problem at https://diarrhea4.bjoern-tantau.de/exports/diarrhea4.html?
If not: I blame itch.io.
If yes: I blame Godot.
Let’s hope it works there. Can’t be blaming Godot in the Godot community.
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 I was referencing why you originally made the game: “However this happens around 4 out of 5 times and sometimes it works.”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. 😉
Drama is over, people continue using Unity as if there are no issues with it.
When you look at games made within the last 30 days, godot is double unity
If this is a sign of what’s yet to come, Unity is in big trouble. Very impressive growth by Godot.
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.
There’s the saying that software development is one of the few crafts where the craftspeople also create the tools for themselves.
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. (Some 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 or feasible for activd devs and should logically take years of small cultural changes within dev communities as more and more new projects start off with godot from the get go.
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 appear to be statistically more popular for gamedevs 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.
It at least killed my Unity game, 3 months in development. Now I’m using only FOSS engines.
Yep, drama always comes. The question is, do you want to have any power and rights when the drama comes?
deleted by creator
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.
15 to 90 feels good man, could be less, and the gap is closing faster than you can say Riccitel-whatever-his-name-was
As far as I know, Godot has no replacement for Unity ECS and DOTS. Not to mention the comparatively extremely small library of community tools. I definitely want to see it continue to grow, and it’s clearly trending in that direction. But its not there yet.
I wish I could say Bevy could replace Unity ECS, but I can’t. While Bevy’s ECS is undeniably far better than Unity ECS, one of the issues with Bevy is sometimes developers don’t want to be completely locked into using ECS, and since Bevy is practically ECS-only that causes some issues. Plus the fact that Bevy is just new and unpolished, it lacks a lot of features that would be necessary to even be considered professionally.
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.
Sure anything can be a performance drain if the devs implement it poorly. It seems like it came down to a poor implementation of culling causing waay too many verts being sent to GPU.
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.
How many of each before recent news?