- cross-posted to:
- opensource@lemmy.world
- cross-posted to:
- opensource@lemmy.world
cross-posted from: https://lemmy.world/post/5196308
It’s scary that the Unity debacle is not just happening in games but a very real threat not just in digital and app space but in real life.
It can happen in medicine, housing, even the food we eat if the trend of subscriptions and lock ins continue.
Despite this, a global concerted effort towards Open Source tech is still not happening.
In Unity for example, there is a push to transition to Unreal but less so for Godot. We see this happening with reddit too. And soon maybe we’ll see it in real life. What’s stopping our hotels and landlords from charging us everytime we open doors.
We see this in the rampant mandatory tips. Where everyone is automatically charged per order.
It’s scary and frustrating at the same time that there may not be a clear remedy for this. As the world shifts to subscriptions and services, do we truly own anything anymore?
I’ve honestly been surprised that Godot’s getting a lot of hype out of this. I had expected MonoGame/XNA to be the big beneficiary – particularly for Unity’s 2D users, but also 3D (though I expected Unreal to benefit the most there just because of developer familiarity).
Godot is the closest alternative to Unity.
Unreal is kind of a different beast on a different market, more complex and more geared towards big 3D games with high-end graphics.
Unity worked on consoles. Godot don’t offer that.
Directly no but that’s because its legally impossible to.
So a lot of services exist that’ll do it for you, cheaper than unity pricing model yet (or you can do it yourself it just takes effort)
There’s even a company created by the godot devs specifically to fill this void, and the profits go back to development
They have been at the right place at the right time.
Never heard of MonoGame but from what I see, it’s much less noob-friendly, no editor etc. Looks too different
MonoGame/XNA used to be more relevant 10 years ago, but not so much any more (funnily enough, in large part because Unity ate their lunch).
It’s still pretty relevant. Some of the biggest indie hits of the last several years used it (Stardew Valley, Celeste, Supergiant games pre-Hades).
MonoGame is basically a continuation of Microsoft’s XNA which was their engine for the Xbox 360 era. It supports the full Visual Studio (not “Code”) so that’s the environment you get.
MonoGame has the advantage of being used to ship a number of indie hits, though.
Supergiant still uses an in-house fork of it for their games, if I’m not mistaken(ed. I guess they rewrote their engine for Hades).