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Godot isn't quite as ready for off-the-shelf usage in a high end game, mostly because of rendering performance. The architecture isn't performance-centric since the core team is focused on features and UX. It's fixable - everything is when the source is available - just a question of whether your project can justify the trade-offs and investment involved. To match what Unreal is doing right now essentially means writing a software renderer that executes on the GPU, along with various layers of streaming and caching to prepare assets for this pipeline; right now Godot is still aiming for lower-hanging fruit.

But since Godot is getting some serious backing these days, give it a few more years and it'll probably be a juggernaut in the space like Blender.




Looking at the teaser video, Godot (or any other generic engine) wouldn't really struggle with this. It's like few hundred sprites with light scene hierarchy. What Unreal is doing right now is insanely-detailed 3D geometry and lightning, which is aimed at film industry and AAA 3D action games.

I wouldn't use AGS either because its animation is frame-based, and this latest Ron's game seems to use skeletal animation heavily.

More important than the engine is the rest asset pipeline. A crucial part is the tool to author all the skeletal animation sequences. Some engine editors have this built in, and there are dedicated tools like Spine and Spriter. They already supply some 'runtimes' to play out animations in many different engines. Looking at supported engines (http://esotericsoftware.com/spine-runtimes) should help with choosing one.




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