Unity launched with a very similar mission to Godot, very similar energy of busting up big game engine: then the funding came in.
Unity launched with a very similar mission to Godot, very similar energy of busting up big game engine: then the funding came in.
Unity's story was always "plucky startup goes big". They never dogfooded an actual game in-house, they kept the source closed, broke everything as they went along, never fixed longstanding bugs. All the early goodwill was simply based on the fact that the IDE made the first 80% of a game easy to reach - the part where you have some collision logic wired up to input, things interact, assets appear, it runs on device. Actually finishing complex, featureful games in Unity has always been a dark art.
Like Unity was originally born from the idea the two co-founders would build a game studio that would license their tech. And they did in fact release a game: https://www.macworld.com/article/174909/gooball.html
They were 100% that plucky startup (I mean the team started when two people met in an apartment off a forum and merged their codebases...) and before they started leveraging all of their funding to buy up middleware after middleware, they were actually pretty good about stability and quality.
They literally built their initial success on the quality of their editor) -
Godot also suffers from the exact same 80/20 problem Unity does (W4 Games is literally betting the farm on commercializing part that 20% in closed source tooling).
As far as I'm concerned that problem is inherent to any game engine that targets widespread accessibility, because making a game without an extremely deep level of discipline when it comes to organization will always be a recipe for a slog.
Yes Unity being more responsive to bugs would help, yes Godot is currently a million time better off in _that_ respect being open source... but again, to me funding is exactly where the train starts to jump the rails.
If you actually go back and research Unity's roots, they had the _exact_ inspiration and drive Godot did, but it was having to recoup investments that slowly pushed things off track, and eventually that snowballed into what we have today. From guy who wanted to make Mac games and tools for people who make Mac games... to a company that's merging with an ad corporation for their survival.
Are you sure? Was Unity's team inspired to release an open-source game engine like Godot's team? This might seem like a nit-pick, but you do emphasize that their motives were _exactly_ the same.
It's hard to argue Godot will follow the same path as unity when Godot is open-source and Unity is not.
Democratizing game creation, that's the motivation they both shared.
No one is saying that Godot will merge with an ad company in X years, my entire original point is that taking on VC funding is what pushed the main vision of Unity's founders away from where it started.
Now you have the person who's title was "head of development" for Godot taking on the title of "CEO" of a profit VC funded entity and you really have trouble seeing any parallels?
Open Source is not a panacea for a project's leadership having shifting goals. It definitely doesn't hurt, but when you're talking about taking on incumbents like Unity and Unreal, it won't be easy to recover if "W4" starts losing focus because VCs want to do VC things.
Learn to read before typing.
An ignorant hardheaded fool, with head in the sand like an ostrich
vs
> An ignorant hardheaded fool, with head in the sand like an ostrich
You can tell who in this conversation has an intelligent take pretty easily.
But Blender removed their game engine, and in the release notes where they removed it they suggested Godot (https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/R...)
I messed around with Godot for a bit, but never did anything serious. Now that they're releasing Godot 4, I might give it another shot.
That's not to say FOSS development doesn't have its own challenges and potential issues, but I don't think it's fair to say they are resigned to follow in Unity's footsteps simply because they are now receiving funding.
By example, Blender is receiving a not-insignificant amount of funding from a variety of sources and they are doing better than ever.
Just like Blender started as in-house tools ( https://www.blender.org/about/history/ )
My point was to point out that both Blender and Godot were commercial venture first and went FOSS. They did not start as FOSS ventures.
That Unity is not OpenSource yet is not really relevant to what I was trying to explain.
You're probably right though.