Godot founders had desperately hoped Unity wouldn't 'blow up'
Culture & Humor in the Thread
- Early subthread riffs on game-engine puns (Godot/Unity/Unreal/Quake), prompting complaints that this feels more like Reddit than HN.
- Some argue “just don’t read it,” others note you can’t know a comment is a pun before reading.
- HN guidelines are cited; current rules don’t ban jokes, so votes should decide.
Refugee Users & Paradigm Shifts (Unity → Godot, Windows → Linux)
- Several argue a sudden influx of “forced migrants” from Unity could be bad for Godot: they want a near-identical replacement, not a different paradigm.
- Parallels drawn to Windows users trying Linux: they often expect a drop‑in UI replacement, get frustrated by different defaults, CLI/config-centric workflows, and hardware quirks.
- Many posts list Linux pain points: Nvidia + Wayland, sleep/hibernate unreliability, inconsistent GUIs, per‑monitor scaling, font rendering, dotfiles, fstab, distro/DE fragmentation.
- Counterpoints note Windows and macOS also have serious flaws; overall view: all OSes have trade-offs and “pick your pain.”
Godot’s Language Choices: GDScript vs C#
- One commenter criticizes GDScript as weaker than C#, and mentions second-hand reports that Godot’s .NET embedding is slower than standalone .NET (others ask for evidence).
- Multiple replies strongly prefer GDScript: tighter syntax, less boilerplate, deep integration with the engine, optional typing with good editor support, and fewer GC concerns.
- Some say they’d stop using Godot if it dropped GDScript in favor of C#.
- There’s mention that Godot and Unity both use “magic methods” called reflectively, seen as a questionable pattern.
Open Source vs Source-Available: Godot vs Unreal
- Thread challenges an article line that only Godot can be modified freely: Unreal is source-available and commonly modified in C++.
- Nuances:
- Unreal modifications are bound by its EULA, can’t be dumped publicly in arbitrary ways, and can’t mix with copyleft code.
- Royalties apply after $1M lifetime revenue per game; some call this “not free,” others argue “free until $1M” is effectively free for many.
- You can still share forks within the Epic GitHub org or via the marketplace.
Industry Economics & Open Engines
- Stretching limited funding (e.g., $8M vs a “$2B problem”) is portrayed as very hard for engine teams.
- Open source partly offsets this by enabling community contributions, but GUI/editor tooling is seen as especially hard for open projects.
- Rust engine Bevy is mentioned as promising but progressing slowly.
- Discussion notes large-scale game industry layoffs and dried-up funding despite visible indie successes.
Godot Pronunciation
- Godot is named after Waiting for Godot.
- Official site previously recommended “GOD-oh” for English; that line was removed to avoid prescribing a single pronunciation.
- Users debate stress patterns, including how French stress works, and some say they’ll keep saying “go-dot.”
Unity vs Unreal Editor Experience
- Unity’s standout feature is “edit while in Play mode” (live scene edits and property changes during simulation).
- Unreal has hot reload and some runtime inspection but is seen as weaker here; not all properties/components are editable during play.