That said, this is cool and I would have probably celebrated a similarly fun project in their shoes. Perhaps the real accomplishment here is getting Toyota to employ you to build a new, niche game engine.
That said, this is cool and I would have probably celebrated a similarly fun project in their shoes. Perhaps the real accomplishment here is getting Toyota to employ you to build a new, niche game engine.
They already tried other engines, such as Unity. The team didn't just go off and build something without trying existing solutions first.
I don't know how bloated Godot is, but AFAIK libgodot development started as part of Migeran's automotive AR HUD prototype so I'm surprised to hear it has poor startup time for a car.
As a user of libGodot embedded into our existing c++ tech stack, I can say we do not have this issue.
If literally the only option was an embedded flutter view, then there was never more than one viable solution and looking into unity etc was wasted effort.
However, it’s not easy. I think their options were either a popular mainstream library or a custom solution, not investing into something more obscure and less popular.
The places where it poses challenges in my experience are high quality typesetting/rich text, responsive UI that requires a wide range of presentations (i.e. different layout structures on mobile vs desktop), and granular control over rendering details.
But for functionality-oriented UI, it's hard to beat its simplicity and scalability, particularly when you want to develop on one platform (e.g. computer) and have everything "just work" identically on other form factors (web/tablet/etc.).
For example, Godot's editor is bootstrapped/built in Godot, and runs natively on Web, Android, and Quest XR among other platforms.