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by cptcobalt 1231 days ago
> As someone who leads a team working on a game project using an old, custom engine we have a quiet desire to switch to a different engine.

Curious about the reasoning behind this? Has your engine had good technical leadership, or is it tacked together based on need? (If I were starting a studio today, I'd strongly prefer build an engine for our teams from the ground up, but that's certainly counter to the intuition of most, and likely inadvisable.)

As a builder on the team of one of the largest deployed Godot projects, it is certainly effective and I'm incredibly glad exists—I am very happy to use it, but it's not without its pain points. I rate it significantly better than Unity, a fair bit worse than Unreal (but ), open source is a major benefit (we have our own modifications), and there are some peculiar maintainer/code/project decisions...but we can deal with it. All that said, we'll probably never be able to upgrade to Godot 4, but Godot 4 looks damn good.

1 comments

Ultimately we probably won’t switch but our game runs on a 20 year old engine that has had no updates in all that time. Directx9, no pixel shaders, poor performance, custom formats, windows only and no interoperability with modern formats. We don’t have any graphics or engine specialists on the team so upgrades on that front are challenging. However all of these can be overcome the biggest enticement is the editor platform. Our current tooling system is dire and making good tooling is such a time sink. Being able to build tools within another platform is inticing while also getting other advantages such as cross platform deploy, asset imports, UI framework, etc. is tempting. The grass is always greener!