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[-] Jankatarch@lemmy.world 52 points 5 days ago* (last edited 5 days ago)

I love that as godot grows, unity shrinks.

2023 chart had godot half as much, it seems to take up unity's losses

[-] umbrella@lemmy.ml 37 points 5 days ago* (last edited 5 days ago)

damn, they really did fuck all of their goodwill up with the licensing bullshit didn't they?

i'm just glad developers finally chose a foss engine.

[-] Flatfire@lemmy.ca 23 points 5 days ago

It helps that it's also a good engine. Unity dominated not just due to familiarity, but because for a long time it was just plain accessible and feature rich.

Godot and Blender are two applications that have been on a very long journey to build not just advanced features but also something that's intuitive to use. The advancements in UX are the single strongest thing there is in replacing long-standing creative tools.

[-] umbrella@lemmy.ml 6 points 5 days ago* (last edited 5 days ago)

aye. the gimp people are in dear need of some lessons on that!

(plus the manpower to actually do it)

[-] M137@lemmy.today 3 points 4 days ago

The recent redesign made a big jump for that. It went from and ugly and user hostile experience to something that actually feels ok after some learning. It definitely has a ways to go but it's so much better than before.

[-] Carrot@lemmy.today 1 points 4 days ago

Yeah. I'm a hobbyist game dev who's used Unreal, Unity and Godot for projects in the past. I'm a software engineer by trade and am familiar with C++, C#, and GDScript. While the other engines out perform Godot, I find that I simply enjoy using Godot more than the others. I find myself happier when making games in Godot versus the other two. With that in mind, it makes perfect sense that it gets used more in game jams than the others, those are supposed to be fun

[-] vogi@piefed.social 111 points 6 days ago* (last edited 6 days ago)

I hate to call it too early and jinx it but I think at this point its safe to say we got a Blender moment about to happen in Game Engines. I know these are all indie games. But the momentum is astonishing and with Battlefield using Godot as their Level Editor and more recognition on the professional level there is no sign of stopping it.

Whats next on the chopping block? Wouldn't mind it to be Photoshop, but I guess for that, GIMP would really need a grounds up redesign, UI and UX wise.

[-] Armageddon@ttrpg.network 38 points 6 days ago

wait battlefield uses godot? holy shit

[-] HalfSalesman@lemmy.world 27 points 6 days ago

Just the custom level editor. Game Engine is still Frostbite.

[-] vogi@piefed.social 15 points 6 days ago* (last edited 6 days ago)

Not the engine. But the community level editor for custom maps, sorry for not making that clear. Here is a short tutorial using it: https://www.youtube.com/watch?v=l1LNorfPlNc

[-] heavyboots@lemmy.ml 14 points 6 days ago

Man, I love the idea of an open-source Creative Cloud, but every time I launch GIMP I run screaming in the other direction. Affinity is my middle-ground for the moment.

[-] vogi@piefed.social 8 points 6 days ago

Yea, I honestly don't know if it makes sense to keep the codebase or just rewrite everything. Photopea seemed to have created a really good alternative in the fraction of the time. Sadly (or maybe because of?!) on the wrong Platform (Web).

Maybe its salvagable. I honestly don't know what I am talking about, but considering the speed it currently is being worked on I feel like it can't be in the best state???

Affinity is great but I'm still on the GIMP as it does well enough for most stupid meme edits.

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[-] tabular@lemmy.world 7 points 6 days ago* (last edited 6 days ago)

Blender moment

Did Maya do a Unity or it it even still a thing? (Or something else that's also proprietary 🤢)

[-] ChilledPeppers@lemmy.dbzer0.com 11 points 6 days ago

I dunno, but there are plenty of other proprietary options, many of which are the actual "industry standard". However, because it is free, blender is the default option for non pros, and some pros are adopting it too.

[-] EtnaAtsume@lemmy.world 3 points 6 days ago

[Sad 3DSMAX noises]

[-] yuri@pawb.social 5 points 6 days ago

at this point i prefer photogimp over cs6, which was my previous driver. ymmv though, my workflow is abnormal.

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[-] mswallow@lemmy.world 1 points 4 days ago

In a GodotCon2025 talk from someone from the GodotFoundation going into the numbers they said the engine is growing 40%-60% each year at the moment and will be as big as Unity in 2028/2029. Really mind-blowing to think this probably largely is due to Unity's self-inflicted enshittyfication.

So I think it’s safe to say Godot is really here to stay. I also feel like they’re really well aligned internally to do just that. In that talk they also talked about how apparently Unity’s budget barely covers just keeping up the status quo. So they aren’t improving and delivering many new featuring anymore.

[-] vogi@piefed.social 1 points 4 days ago

Oh, wow I did not saw that its really impressive that would have made some investors really happy :)

Really like that the core maintainers are very much behind the idea of FOSS and are embracing letting people alter the code and do whatever they feel like with it. They even link to this lemmy comm on their community page: https://godotengine.org/community/ which is cool to see.

And the licence is open enough so that forking it is not problematic https://www.redotengine.org/ Dont think this i ever needed in a big way but makes the decision on what engine to learn ever so much easier knowing that Godot will stay for quite a while.

[-] Eldritch@piefed.world 4 points 6 days ago* (last edited 6 days ago)

There are other tools besides the Gimp. Have you tried krita? It's a little more pen* and tablet oriented. But a solid program in its own right. And despite being part of the KDE platform if I'm not mistaken. They have excellent Windows and Mac versions as well

[-] Auster@thebrainbin.org 7 points 6 days ago

Krita for me was quite a learning curve, but far more intuitive / with a far better workflow than Gimp once you got used to it. So I'd recommend it too for image editing, though with this, to me, a positive caveat.

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[-] e8d79@discuss.tchncs.de 6 points 6 days ago

It’s a little more pain [...] oriented

Oh good... just what I wanted.

[-] Eldritch@piefed.world 3 points 6 days ago

Lol good catch. Damn dictation software. Hah yes it's the cenobites choice.

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[-] Mac@mander.xyz 3 points 5 days ago

Didn't GIMP recently have a major resign?

[-] teolan@lemmy.world 9 points 5 days ago

GIMP had the migration to GTK 3.0 (which is already outdated and replaced by 4.0) recently. It modernised a lot of things but didn't change the UX fundamentally.

[-] PrinzKasper@feddit.org 2 points 5 days ago

The FOSS space is unfortunately greatly lacking in skilled UX designers, and major reworks to long standing existing projects are always a gigantic undertaking that require a coordinated effort that can't just be banged out by one very motivated dev, so it rarely happens.

[-] vane@lemmy.world 56 points 6 days ago
[-] Eldritch@piefed.world 18 points 6 days ago

Eventually. It's a long slow arc. But there's definitely a history of it. From its Inception the modern smartphone has been built almost exclusively on top of Linux or BSD. Even if proprietary presentation layers above it don't always make it perfectly clear. Similar can be said for any modern gaming console or hand held. With the exception of Microsoft's products.

Most of the modern internet, your home consumer router and maybe even some of your appliances. Built on open source code. And finally, many are switching to own their PC again. There isn't a lot of hype or fan fair publicly. But open source has been quietly putting in the work and showing up for decades.

Realistically, we're actually just returning to a pre Microsoft state. Granted before the explosion of the personal computer most computers were massive devices an individual couldn't own. And there wasn't a lot of money to be made in selling the software itself. So there was a lot of collaboration and sharing. Even if proprietary layers were built on top. The base was vital. We're finally getting back there.

[-] DupaCycki@lemmy.world 20 points 5 days ago

Long live open source game engines. Death to Unreal and Unity.

[-] unexposedhazard@discuss.tchncs.de 43 points 6 days ago* (last edited 6 days ago)

Hell yeeeah. Love to see godot get the love it deserves.

[-] AwesomeLowlander@sh.itjust.works 35 points 6 days ago

I'm amazed at how many people are still using unity.

[-] chunes@lemmy.world 10 points 5 days ago

Did they post a breakdown of 'other?' I'm curious how popular Love2D was.

[-] Flatfire@lemmy.ca 5 points 5 days ago

This was apparently based on fields filled out during game submission. "Other" was just a selectable option among common engines, so there's no specific data to look through. I imagine it might be hard to parse every text response that might type the name of the engine used ever so slightly, but it would be nice data to have.

[-] psycotica0@lemmy.ca 15 points 5 days ago

I love Godot, and this is great, but it's also probably inflated a bit because game jams are a great time to try things. New code, short time frame, low commitment.

That's not to say that it doesn't count, it totally does, and it's not to say that it's not great advertising, and some people were likely impressed and will start using it in their day jobs. But it isn't necessarily representative of the industry, even the indie industry. For some people it will unfortunately have been a summer fling...

But I bet in a few weeks there'll be a ton of videos called like "I used this FREE engine and you wouldn't believe what I thought!!!" 😛

[-] yakko@feddit.uk 9 points 5 days ago
[-] psycotica0@lemmy.ca 5 points 5 days ago

↘️⬇️↙️

➡️⭕⬅️

↗️⬆️↖️

[-] jupiter@programming.dev 19 points 6 days ago

I, for one, welcome our new robot overlord!

[-] Fafa@lemmy.world 19 points 6 days ago

Yeah! It was a blast. We also used godot. Such a great engine!

[-] Toneswirly@beehaw.org 16 points 6 days ago

Been seeing a lot more Godot lately and that makes me happy

[-] teawrecks@sopuli.xyz 13 points 5 days ago

It's so cool to see indie devs kick unity to the curb so quickly.

[-] Feyter@programming.dev 10 points 6 days ago

Now they just need to switch colors in the graph :)

[-] trslim@pawb.social 4 points 5 days ago

i use godot! ive only ever made one game public on it, but its fun to use!

[-] 7toed@midwest.social 6 points 5 days ago

God damn kicking me for the project I started (as everyone has) that I would love to finish but never have time to

If it weren't for Godot I would've never even tried

[-] Mangoholic@lemmy.ml 4 points 5 days ago

I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.

[-] ericwdhs@discuss.online 6 points 5 days ago

Obviously I don't know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that's still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.

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[-] architect@thelemmy.club 3 points 5 days ago

Oh yea I’m using it, too.

[-] Baguette 3 points 5 days ago

How good is godot at 3d now? Last I remember they were adding some new features to help with that end but I have been out of the loop for a hot minute

[-] ProdigalFrog@slrpnk.net 4 points 5 days ago

From what I know, it's still not great for giant open-world Skyrim type games, but it's quite respectable otherwise. You may want to take a look at the 2025 showcase, as well as Road to Vostok to see what it's capable of.

[-] AdrianTheFrog@lemmy.world 2 points 5 days ago* (last edited 4 days ago)

It's pretty good as long as you're not targeting high end visuals. Medium end is fine most of the time. With the Nvidia branch you can do high end with ray tracing, and people are currently working on getting more ray tracing features in the main engine.

The ssao and ssgi is still kinda terrible but there's a PR open right now to improve it

[-] krow@lemmy.world 3 points 5 days ago

depends how good youre wanting it to be, I mostly use it for 3D projects and haven't really had any issues

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this post was submitted on 27 Jul 2026
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