According to Unity, due to embargo laws I can't use Unity, not even the personal edition. So, the last four years spent studying the engine are lost, for now, until the american embargo is over (not too soon, considering that Trump is going to be reelected and our government... is going to be reelected too). Yes, I could use it for some project inside my country, and maybe use some proxy company outside to distribute or sell games. Or even simply try and see what happens.
What else is left? Well, a friend of mine kind of forced me to switch to Godot for a small 2D project. By the way, when I posted my previous post, I was still testing the engine. Now I can almost properly talk about it. This isn't the first time I play with Godot, in 2015 I checked it when I was testing several open source options to develop a little RPG we were working on. I liked that it was aimed in the right direction: a full featured engine oriented to productivity, with editor, one click deploy and features that you usually find in commercial tools.
Godot is a very easy to learn engine, but if you come from a professional one like Unreal or Unity, it will be like changing from a plane to a bicycle. It lacks lot of tools and features. In a few things it is really good, but they are mostly on the 2D side.
They took a really bad decision years ago when choose to discard Vulkan in favour of Open GL ES 3, a decision that now proved to be wrong and costed like 2 years. Also, made me choose Unity; if you are going to learn something, then learn the best something available, that's my policy. But merely the rendering API is not the problem, the overall state of 3D is poor. Some basic stuff, like retargeting an animation, are inexistent. The artists workflow just started to improve in the 3.2 branch, by integrating an Assimp based importer, which provides a quite decent FBX support.
If you plan to develop a 3D game, then Godot is not the best choice. It is quickly improving, and version 4.0 is on the way, with Vulkan and maybe more interesting stuff, but that is still very far: maybe second half or end of this year. Lot of things needs to be implemented from scratch or redone for this sort of remastered edition. And I have the bad feeling that it won't satisfy my needs anyway.
To finish the post, I promissed a novel for Christmas to some friends, but my translator had several problems in the last months. It will take some time. Like Godot.
What else is left? Well, a friend of mine kind of forced me to switch to Godot for a small 2D project. By the way, when I posted my previous post, I was still testing the engine. Now I can almost properly talk about it. This isn't the first time I play with Godot, in 2015 I checked it when I was testing several open source options to develop a little RPG we were working on. I liked that it was aimed in the right direction: a full featured engine oriented to productivity, with editor, one click deploy and features that you usually find in commercial tools.
Godot is a very easy to learn engine, but if you come from a professional one like Unreal or Unity, it will be like changing from a plane to a bicycle. It lacks lot of tools and features. In a few things it is really good, but they are mostly on the 2D side.
They took a really bad decision years ago when choose to discard Vulkan in favour of Open GL ES 3, a decision that now proved to be wrong and costed like 2 years. Also, made me choose Unity; if you are going to learn something, then learn the best something available, that's my policy. But merely the rendering API is not the problem, the overall state of 3D is poor. Some basic stuff, like retargeting an animation, are inexistent. The artists workflow just started to improve in the 3.2 branch, by integrating an Assimp based importer, which provides a quite decent FBX support.
If you plan to develop a 3D game, then Godot is not the best choice. It is quickly improving, and version 4.0 is on the way, with Vulkan and maybe more interesting stuff, but that is still very far: maybe second half or end of this year. Lot of things needs to be implemented from scratch or redone for this sort of remastered edition. And I have the bad feeling that it won't satisfy my needs anyway.
To finish the post, I promissed a novel for Christmas to some friends, but my translator had several problems in the last months. It will take some time. Like Godot.
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