![]() ![]() The limits for 3D is about 3 000 000 polygons, or 20 000 nodes, what ever you spend first, on average range computers. Very poor access to mesh buffers and rendering pipelines for low level access you need to use the source code. Has no LOD manager, doesn't optimize draw calls and has very little to no composing support. Sadly Godot's materials and lighting is too good, your 3D models will have to be made with old school modeling styles, that really conflict with modern PBR materials. It is enough for 1-2 man games but nothing more. If you're just getting started, there's nothing wrong with trying to make very small projects in each, and seeing what clicks (since you already know you want to do 3D, I'd skip Unity, personally).For small 3D games it works, but that is it it has no open world abilities. All of these issues will likely eventually be addressed in Godot, and for me, the node system is what saved me from abandoning game development altogether (I tried Unreal and Unity both before trying Godot, and found them both extremely confusing). If you're looking to make something that you can eventually render with AAA quality visuals in 3D, probably Unreal is the right choice. The workflow is cool, GDScript is fun, and the intuitive node system is something I'd like to see in other engines, but it ain't worth a broken lightmapper in the current stable build, no Vulkan, no occlusion culling, a weird USB bug that sometimes makes both opening the editor and running a game take 45+ seconds to start, lack of an asset store or fully realized asset import pipeline, or generally having to reinvent the game dev wheel for basically any 3D project.įor a 2D game, though, I'd say Godot is probably neck and neck with Unity. GODOT 3D GAMES FREEIf you're a hobbyist, FOSS devotee, or just want to tinker with a game engine, feel free to ignore me, but otherwise, please reconsider. If you're trying to ship a 3D game, Godot is not the answer at all. ![]() After switching back to UE4 days ago, my productivity skyrocketed, and I'm actually enjoying game dev work again. I ended up spending most of my dev time working to overcome the engine's broken or missing functionality. I switched to Godot about 6 months ago after unknowingly running into an engine regression in UE4 and getting no help from the community or staff. There is an interesting and relevant thread here (originally about Unity): ![]() Just to provide an alternative view, the most common opinion if you ask game devs that have tried more than one engine is that for the best 3D performance Unreal is the way to go. I guess you don't have to use the megascans and epic-only content, but then that would defeat most of its advantage over godot for Indies. Holy shit though, it's so tempting when you're trying to create something by yourself due to the time and money you can save. you won't own your own games in the same way as if you used godot. GODOT 3D GAMES SOFTWAREIt's a bad idea in some ways, because it's not really free software (except for the price) and you'll lock yourself in to Epic by relying on their assets. Currently, if you limit yourself to just Unreal then you get access to the entire quixal megascan library for free, not to mention monthly free give-aways from the epic store. I still like Godot better, but it's tempting to just use unreal due to all the "free" art you can get. The documentation on newer features still needs to catch up too. You'll have to make your own lod system and it won't be as good, and maybe your own occlusion culling too. If you're planning something simple or stylised then it's great, but there are performance issues. Godot is entirely capable for 3d games, but it will likely be more work than using Unreal, especially if you run into performance issues due to art assets. Good tutorials, large community, "free" assets of the highest quality. ![]() I haven't shipped a game yet so take this with a grain of salt, but there's a fair bit of misinformation in this thread. ![]()
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