Maybe they'll be able to refocus, maybe their new licensing scheme is good enough. If not, I really hope they get acquired quickly by a company that cares about games. Probably Microsoft.
Maybe they'll be able to refocus, maybe their new licensing scheme is good enough. If not, I really hope they get acquired quickly by a company that cares about games. Probably Microsoft.
>If you read my text above, you will see why this approach is not wanted. It's fantastic for AAA games, but Godot being a general purpose game engine has different requirements.
That does seem to exemplify what the GP means in terms of trying to aim for performance. I am not at all reassured of "CPU driven renderer is very performant" mentioned in the same post I'm reading. I'm sure these days you can run 90% of 2D games on the CPU with zero issue (outside of maybe not having a potato for a minspec if you utilize heavy VFX), but that sounds like a recipe for performance issues on anything more than the most simple 3D games.
Comments from the founder here happened consistently over the years and is part of why I decided to pursue another open source engine instead in the end, as someone looking to make a medium-scale 3D game.
I don't mean this as a slight to Godot; it is in fact much better to focus on one audience than be a swiss army knife, and I'm sure many game devs are right at home in Godot. But I can't help but admit that these rigid responses of "this way is good, you're wrong" instead of "this way is a compromise to provide design convenience over raw performance" rubs me the wrong way.
Also, I know most people think of console when they hear "AAA", but Unity rules the mobile space and that platform makes just as much money as consoles/pc these days. So when I say 'AAA" studios, I'm talking less about Blizzard and more about King, Zynga, and the like. It's especially true in Asia with Netmarble, Nexon, and Tencent (although a few more games these days are looking at Unreal even on mobile). They want support not just for development and maintaince, but to setup and scale up servers,
2. I simply used AAA in the traditional means of "how much budget does the game have?". Desptie the presentation, these mobile games do have hundreds working on them, and have millions in development and even more in marketing. At that scale, you very much want to delegate out support if possible. And that's where Unity comes in.
And with games like Genshin Impact (Made in Unity, but with some asterisks on how Unity China is structured), the term will only get muddier as a certain slice of mobile games blur more into the console/PC market.
All it would really take is a company of decent scale deciding they want to base their engine around Godot and having an appetite to upstream some meaningful work.
That's the part that probably won't happen, unfortunately. Not without specific contracting. Blind Squirrel (the devs behind the botched Sonic Colors remaster) didn't even credit Godot as an engine it based it's proprietary engine off of.