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by Mattish 1430 days ago
The problem with Godot is still it's age, and the lack of proven projects which many people are working on at once.

Myself and plenty of others at small or above size studios would have to make a huge leap into Godot and hope you don't run into any scaling issues. Not just from a project point of view, but integration on the artistic side.

LTS versions of Unity despite the known "un-fun" of it, are stable in a sense. Godot is moving fast, that isn't always a good thing for stability.

I'd love to jump on the new shiny and fun engine! But having to make the definitive choice for a company to make their next project in? Unfortunately just isn't there yet. "It's fun as a dev" just isn't a compelling argument for literally everyone else who isn't the engineer, compared to the number of all size studio pumping out Unity projects(Some even being successful!).

2 comments

Do you think Blender overcame this challenge, or is it still a sticking point in the VFX industry? I know they're at very different levels of maturity but I'm curious if the open projects ended up helping with ironing out these kinks.
Blender was already a well-developed product before it was bought collectively (crowdsourced) and made a Free Software project.
Remember when fun and popular games were made by very small teams taking a chance? There was a particular whimsiness about them that I miss.
Those teams still exist but now they get drowned out by the enormous number of new games that poor into the space month after month.