• luckybart@lemmy.sdf.org
    link
    fedilink
    arrow-up
    53
    ·
    2 days ago

    The market will respond accordingly.

    If you haven’t heard of Godot, look into it. Doesn’t have the flash of UE, but it is quite capable and FOSS.

    • perturbedstarstuff@lemmy.world
      link
      fedilink
      arrow-up
      6
      ·
      2 days ago

      Doesn’t have the flash of UE

      I’m guessing (I haven’t used UE) that’s largely because UE adds a lot of graphics effects for the dev by default whereas in Godot you start with more of a blank slate. So something made by an inexperienced dev will look better (and run poorly) in UE.

      I don’t remember if they mentioned that explicitly in this vid:

      For example

      • iForgotSpells@sopuli.xyz
        link
        fedilink
        arrow-up
        2
        arrow-down
        1
        ·
        15 hours ago

        I am probably going to get downvoted, but Godot isn’t a replacement for UE (yet). It can be used if one is a solo dev, or can be used to replace Unity.

        I have used Godot and am using UE almost daily, I have also used some assets in the video. 70 FPS for those low poly assets on a tiny map, running on RTX 5080 isn’t good, quite the opposite. I’ll get much better result in UE using the exact same assets. The video doesn’t talk much about UE.

        Most assets are made with UE/Unity in mind. So they’ll ‘look good’ if you just import into those engines. Every engine uses a different way of setting up lighting, refelctions, shadows. If I directly import a UE asset into Godot, it will look bad because I have to setup lighting for it.

        Someone made a comparison of reflections in Godot and UE on discord. Reflections look wrong in Godot when you compare that to UE. Godot is getting better, but it’s not quite there yet. In O3DE’s (another foss game engine, but slop) discord, someone vibecoded its renderer Atom, into Godot, and even that slop had better reflections.

        Also the reason people use UE is not just good lighting/flash, it’s things like Blueprint, Gameplay Abilities system, accessible facial mocap, GASP, templates and other systems already implemented for you. All of these are not primary focus in a general use engine like Godot/Unity. I need to use a separate plugin for terrain scultping in Godot. I know devs (mostly designers) who use UE just because of the Blueprint visual scripting.

        What I don’t get is, there are other small open source engines that have much better ‘defaults’. Maybe it’s the Godot Foundation’s way of having everything done differently. Or maybe they can’t do a breaking change when they are supporting really old hardware too.

        I don’t think games made with Godot look bad, quite the oppsite if people look at devlogs or posts shared by devs on socials. It is really great for the PSX style games.

    • The_greatest_ahole9@lemmy.world
      link
      fedilink
      arrow-up
      4
      arrow-down
      2
      ·
      2 days ago

      The market will respond accordingly

      No it will not. Google is all in on AI slop and everyone still uses Google products. So is Microsoft and majority of people still use their products. There are many more examples too of things that go all in on AI, get predicted to fail, and then nothing happens.

      • mnemonicmonkeys@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        6
        ·
        2 days ago

        Google is all in on AI slop and everyone still uses Google products.

        A lot of people are now recommending DDG for search because Google search has become practically unusable