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Truly inspiring to see large corporations like Unity and Epic openly learn from each other and create true interoperability, in that both engines now equally and seamlessly support "moving to Godot". www.unrealengine.com/news/the-roa...

unrealengine.comThe road to Unreal Engine 6. Read about our plans and timelineWe have started the road to UE6, where Unreal Engine and UEFN will come together into a single, unified engine. Read more about our vision, transition plans and timeline.

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I’m not even mad about the MCP integrations - those are trivial enough that everyone that wanted them has made one already, and there are plenty available on GitHub. But the push for Metaverse/Roblox slurry is what’s really telling here. Tim Sweeney has lost his mind.

I read the entire announcement and I still honestly-to-God can't tell: Are they canning not only Blueprints, but also C++ support? Are they going to force everyone to rewrite every script in their new language?

you can get similar performance out of 5 after disabling new stuffs, even light baking is still in. imo new tools are worth bit of hassle with upgrading but as always, it depends

lol and in 3-4 years from now we gonna get a huge surge of indies coming out like this year. Timing wise for sure with unity be then ppl started looking into other engines. Either change game development on there or newcomers experimenting.

With unity bs* But yeah was listening to dropped frames when you and Cohh were discussing about that. It’s just like what happened for tabletop rpg scene with wizards of the coast bs on how they handled open game license 1.0. Many ppl made their own trpg systems and tons released around 2024.

I didn't switch to Godot because I don't want to learn another language... (I know it has c# capabilities) - now UE is *dropping* C++ for something called "Verse"? I'm out. The little interest I had on UE is gone.

Also quick reminder that there are so many game engines If you're doing a game in a genre that's not exactly new, ask yourself, "Do I really need a multi purpose game engine for this, or is there some extremely powerful tool out there that makes the workflow for what I wanna do a breeze?"

Like theres a pretty good reason you don't see people doing a ton of RPGs in the big 4(ish) engines, There are so many pieces of software out there for making RPGs, why would you bother?

If you're making an unorthodox RPG, mainly. It would've been far more trouble for Toby Fox to make Undertale in RPG Maker than GameMaker for instance, and the game would've had that "RPG Maker look" that would've made it seem more generic.

Well, yes to the first half in terms of flexibility if the original one doesn't allow it On the second half though, mileage varies - the reason so many engines are known for "that X look" is often just the end user not changing all of the assets that the engine lets them

"Our goal for UE6 is to greatly reduce the tedious work in authoring content to leave more time for creative exploration..." The rhetoric that corporations use to downplay the importance of active creation terrifies me. "Authoring content" is the whole point of it.

I really can see a lot of people not jump onboard 6 because of this – whether to stay on 5, or directly jump towards Godot (wonder if that has visual scripting). But it's hilarious that the engine that popularised visual scripting, it is the one to kill it.

There's rumors that Verse will have a visual scripting version but that doesn't change the fact that a lot of previous content will be invalidated because of it.

If Verse is using C++ under the hood, I'd wonder that. It might just force compile it and be unable to be fixed, but I wouldn't be surprised that it would still work.

I feel bad for the gamedevs who only know how to program with blueprints. I know some folks who are entirely locked into the engine because of it. When irritating people like me rant about foss and software licenses we're really easy to ignore, until the inevitable evil megacorp rugpull.

Anyone working heavily in a visual scripting language is a programmer. Theyre doing all the same thinking, but overly (worried? scared?) of the syntax bugaboo Which is too bad cause they have the skill

To be clear, blueprint users are definitely gamedevs and programmers. But it definitely is harder to transition from visual scripting to text based than from one text based language to another. It would be cool if there was a general purpose FOSS visual scripting language but I'm not aware of one.

Def harder for the first jump from Vis->Txt; no question & obv things like dyslexia complicate it Its likely easier than they think it is; I dont blame them though. Theres a sort of formatting mysticism internally. I went from BASIC->Pascal then Pascal->C++ and in both cases it was hard {cont}

I'm 100% blueprint because of dyslexia. I understand how to program and will likely be moving to Godot with a custom font to help ease the struggle, but it's still going to be a sucky experience.

My dad was undiagnosed for the longest time (boomers as kids were 'just not trying hard enough') & I watched his struggles through the years; it was rough Glad it helps you

haha got 'em 😎 for those who are still not convinced: bsky.app/profile/adri...

Adriaan@adriaan.games

Godot: - is free & yours to modify - isn’t run by shareholders with a different agenda - doesn’t support genAI - is easy to transition to - is very capable - has its own quirks - exports to desktop & mobile, and to console through 3rd party services (for now) lmk if you need help transition to it

Oh. Yeah. Actually. Nothing like spending years on Unreal Engine, publishing two games and having four more that I’m working on, and saying…I’m probably going to have to chuck everything and start over bc tech bros ruined something else. Hello Godot! 😊

tbf unity seems to be improving lately (based on their latest release: discussions.unity.com/t/unity-6-5-...) not that it's suddenly reasonable to trust a company with HQ in SF that's tried to screw over their clients several times already but it still seems fair to acknowledge when things improve

discussions.unity.comUnity 6.5 is now availableUpgrade to the latest Unity Engine today by downloading Unity 6.5. You can also explore the comprehensive list of improvements and new features in our “What’s New” documentation. Unity 6.5 is a Suppo...

That UE post is a very slow trainwreck in motion. There is so much wrong with that idea from the business point of view to the development side of things, I need a blog post of the same length. My heart goes out to all UE devs.