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by johnnyanmac
1003 days ago
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>if I ever need performance I'll probably just go straight for C++. if that's my go to solution, why am I using Godot instead of Unreal? Or even a more mature C++ renderer framework like bgfx, or even Ogre3D? In the context of a decent 3D game, I'll need that performance the lion's share of the time, only scripting to move GO's/Actors around the scene. |
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No revenue split would probably the biggest reason. Also Unreal could still pull a Unity since it is not FOSS (unlikely, but still).
Mind you, Godot people are working on optimizing engine performance (see my other comment) because they kind of rushed Godot 4 release.
> even a more mature C++ renderer framework like bgfx, or even Ogre3D?
IMO this is actually the way to go & it is probably the way I'd do it if I had the time to build editor-like tools by myself. But these days content is the hard & time-consuming part of building games. Which means you want non-coder gamedev to be able to do as much as they can, which implies a powerful editor. Godot & Unity have the advantage of pushing the game development to the editor instead of the code.