this post was submitted on 29 Apr 2024
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The issue with Godot is it is still missing some critical features for large games. You can't do level streaming, or texture streaming, which makes it not ideal for any serious large open world game, or really anything large, doesn't necessarily have to be open world. There are other things as well, like they're missing a landscape tool still. But, really at least for another couple years it won't be able to compete.
That's why I'm sticking with Unreal for a while longer. Godot just isn't there yet, as much as people want it to be.
I look at it like Unity, which for a long time didn't have either of those features either. They'll come in time, and I'm pretty likely to not build an open world survival crafting game anyway, so I won't miss them for now.
Unfortunately I've outgrown the small games I used to make like that. I still do them for game jams, bcz you cant make a large game in a few weeks. but the stuff I want to release on steam requires level streaming. So it's a non-starter for me that Godot is missing those features.
It is completely fair to say that Unity and UE have tools that Godot doesn't have, especially wen it comes to open world games that need special consideration. The comments I was commenting on weren't measure statements about other engines being better than Godot for specific use cases, they were just general hate aimed at Godot for daring to step on Unity's turf.
Oh yeah, I get that. People are weird sometimes, and tribalistic about odd stuff. Godot was my first game engine, plus it's completely free, which is a huge bonus. The second Godot has what I need. I will be jumping back to it.