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by gumballindie
1006 days ago
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> it gains a performant 3D layer It already is pretty darn performant - but without the many convenience features unity and unreal have. Also it does lack means to modify vertex buffers directly on the GPU - a feature I liked in Unity (https://docs.unity3d.com/ScriptReference/Mesh.GetVertexBuffe...). However, I think godot shouldn't try and implement everything - the project should focus on getting core functionality performant and flexible enough. Everything else - managing massive world, etc, should be done by 3rd parties and monetised. I hope the game dev world wont take the web dev world path where code is in oversupply and there are little options to monetise. Unity's asset store allowed many people to gain freedom by selling assets. I think godot should follow the same path. But indeed for that the engine needs even more low level access exposed in a nice manner. |
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Very beneficial for the consumer however. Right now the bar to create a good videogame is rather high, and this leads to the current hellscape where so many videogames are plagued with lootboxes, season passes and other microtransactions to make up for the multiple years in dev time required with many employees.
If the tooling gets better to the point that it takes less time and less devs to create good games that don't require the insane levels of monetisation, then this trend is more likely to be reversed.