One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.

One of the big winners of the Unity debacle is the free and open source Godot Engine, which has seen its funding soar to a much more impressive level as Unity basically gave them free advertising.

kryllic
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-341Y

Awesome! Hope they’ll be able to work on the backlog of promised features more instead of kicking them down the road to the next version.

@[email protected]
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481Y

It should help since they’ll be able to hire more people to work on the project. Something badly needed dwith Godot is a proper testing workflow. They currently rely on the community to report bugs, and that’s just not an efficient workforce. Also doesn’t cover all the possible edge cases.

darreninthenet
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161Y

Playing devil’s advocate, I’d argue the in the wild community testing is more likely to uncover an edge case that the formal testing didn’t envisage…? 🤷🏻‍♂️

@[email protected]
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151Y

I think we need both. You can never have too much test coverage.

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61Y

I’m with you on that. I feel like open source is the best possible way to security audit and test issues. As any issue will be out there to see, most proprietary code ends ups being years of duct tape which wouldn’t fly if a large community of different backgrounds took a look at the code

@[email protected]
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591Y

To be fair, every single project regardless of proprietary or open source has a backlog like that. It’s just that open source projects show the backlog and don’t have marketing people telling what is and is not in the backlog.

kingthrillgore
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31Y

All software development has issues that are simply left unfixed. Some bugs are hard to fix, and don’t really matter in the long run.

Example: they don’t even bother with memory management on cruise missiles, since eventually its gonna reach its target…

kingthrillgore
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1Y

I think the priorities for Godot with the new funding should be:

  • Improving Composition performance
  • Working to reduce overhead on GDScript to further improve 3D performance [1]
  • Enhancements to tooling for content generation
  • Documentation and Tutorials
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