Godot is a "mature" toy engine. There is not a single quality / money maker game that shipped on Godot.
Godot is a "mature" toy engine. There is not a single quality / money maker game that shipped on Godot.
This is the same as saying "no FAANG company uses X language/platform so X is a toy", it's far too reductive and not actual reality.
As someone who has used Unity a lot, it really isn't the engine. You're only noticing this is the whole "no good toupees" thing. The thing is, the Unity Assetstore makes it very easy to hack together something that kind of works, but because nothing will quite fit together it'll be a janky mess.
Rust is fine though, in my experience. (and yes I do mean the video game in this context, hahaha)
One big argument people have is whether the lighting in game is good or not. They do dynamic lighting, which can definitely cause some voidlike shadows, but people were arguing over whether Unity had tools to help with that or not.
Also, multiplayer is hard, but they have made some (very questionable) decisions like sending all clients the entire map entity list. Hackers abuse this to know where rare items are located and even the stuff other players have found or brought into raid. If I find a GPU or LEDX and put it in my bag, they instantly know and can come kill you to take it. This combined with issues with desync, audio not working correctly, invisible players...I don't think this is a Unity problem as much as it's just a complex game, a pretty small dev team, and they don't want to hire outside of Russia.
Now compare Satisfactory to its actual genre-appropriate competitor, Factorio, and suddenly Unreal looks like a pathic joke. Factorio scales _so_ much better it's absurd, but that's really down to the quality & focus of the simulations being added by the game developer. None of it has anything to do with the engine itself (well, except that Satisfactory is limited by the number of game objects it can place as a result of an Unreal Engine limitation...)
The engine is not simulating any of the factory logistics, that's all going to be bespoke code by the game dev and so there's no major reason to expect unity or unreal to behave meaningfully different here.
And yeah, I feel like you're choosing some specific games while ignoring all the others. Tons of famous Unity games are great. Is Subnautica janky? What about Hollow Knight? Rimworld, Beat Saber, Outer Wilds, Cuphead, both Ori games - the list of major Unity projects can go on for a while, and I wouldn't call any of the above examples janky.
Yes: I could make the crashed burning spaceship pop into and out of existence by walking a couple of metres back and forth across the floating platform I was standing on.
And even then, as far as I know, they're not really simple 2D games, but more of 2.5D. There are 3D background layers and 3D-like lighting and effect calculations, in addition to overall being very visually dense and complex. I certainly can't compare it to fully flat games, like the aforementioned Hollow Knight or Cuphead, etc.
So yes, an engine can have known issues, but isn't it up to the devs to make a product that runs well? Unfortunately for Jedi: Fallen Order they just weren't given time to make it work well, just "good enough" for console, and it's even worse on PC. The sequel has the same issues.
Granted it's not a mobile game but still.
This does not seem to be related to this:
> There is not a single quality / money maker game that shipped on Godot.
There's some missing context in the middle. I'm curious how one implies the other? I'd be game for chains of logic going from first -> second or vice versa.
I'm specifically curious, what is Godot missing?
I mean look at the showcase:
https://godotengine.org/showcase/
It all looks amateur.
All the mobile dev work on Unity so you better have good reasons to change the entire pipeline.
I think from a business perspective, I'd be more at ease if they could advertise any profitable games.
Not that games need to be profitable, but there's some value in knowing other people tried and succeeded to use Godot commercially.
Someone should be the first!