While Godot has been adopted by some studios, most stick to their own engines or use Unreal/Unity due to the lack of some of these features (or just a lack of adopters in general, which becomes a chicken-and-egg problem).
However, I'd love for Godot to become as full-featured as Unreal. These are exciting times that we live in.
Edit: Actually Godot also has multiplayer support out of the box in 3.0! It’s getting close in terms of features.
[1] https://www.youtube.com/watch?v=GXI0l3yqBrA [2] https://www.youtube.com/watch?v=XptlVErsL-o
At least for anyone developing a video game right now, unless you know of specific rendering techniques you need that Unreal has that the others don't, there is nothing you can really come up with that one can do the others cannot.
That being said, I'd imagine in a benchmark of GDNative vs Unity vs Unreal Unreal would probably win, Epic has way more than enough cashflow to throw tons of engineers on optimization that Godot just doesn't have. It wouldn't be an orders of magnitude difference, though - we are talking optimization of already tight render loops, and Godot benefits highly from having a tiny renderer.
From my perspective, and probably many other amateur game developers who are making all three engines popular, I think the big difference may just be that ue3 comes out of the box with a bunch of random postprocessing things turned on. The base ue3 scene looks amazing, with lots of interesting materials and textures, whereas the base unity scene is completely empty space with an ugly blue-grey gradient horizon (which I've seen unchanged many times in game jams and indie game competitions). Regardless of potential, most indie devs similar to me don't care enough to make their indie games look good because they're busy making them fun.
The OGRE 3D engine has been around for almost two decades [1]
Unfortunately, all the tooling is built by the community (with varying degrees of quality), which means, for example, no integrated scene editor.
If you want to play with all the bells and whistles now, Unreal currently let’s you use a more advanced graphical pipeline; if you want to multi-platform your game or you won’t be releasing a shader-heavy 3D game in the next year, I would at least try Godot.
Godot is a free engine offering a C# scripting environment.
More options are available through their GDNative bindings (D, Nim, Golang, etc.)
GDScript is nothing like python.
I think the Python comparison is made because of significant whitespace, easy to understand syntax (control structures similar to Python from what I remember), and that was their inspiration. It's easier and simpler than Python though.
> It uses a syntax similar to Python (blocks are indent-based and many keywords are similar).
The following example shows that many keywords are different and the syntax is different as well. Not to mention the rest of the language (standard library which is given when talking about python and things like iterators/iterables/decoratos/comprehension/... If indent-based blocks are all it takes for you to call two languages similar, then I guess they are.
1. https://godot.readthedocs.io/en/3.0/getting_started/scriptin...