| ▲ | overgard 4 hours ago | ||||||||||||||||||||||||||||||||||||||||
You have to consider the market for Godot: indie developers. They don't need cutting edge features; they need a good workflow, ease of use, a good community, stability, etc. Unity is actually really annoying in this regard, because they're _constantly_ deprecating features in favor of new features that are half baked and poorly documented. It feels like a really unstable platform to build on because by the time you're done with a project most of the things you built now need to be thrown away because the underlying engine changed so much, or you're halfway through a feature and you have to decide if you want to rewrite a huge chunk of code to support something new that came out. Unreal Engine is also going through this at the moment (although they're better about backwards compatibility). Hearing that they're dropping blueprints in favor of verse has a lot of people stuck in "uh, should I bother learning the current engine right now". I don't think it'll hurt UE in the long run, but I could easily see them losing some short term adoption. Stability in a platform is a very important feature! Building on an engine is a HUGE investment, and nobody serious picks a game engine because of its feature velocity, they pick it based on what it can do today. Also in terms of marketing I think this is pretty clever. I know a lot of game developers (I used to work in the industry), and pretty much everyone I know despises AI on some level. HN is mostly business people who see dollar signs, but creatives just see destruction of art forms they care about, so none of their users are going to see this as a bad thing. | |||||||||||||||||||||||||||||||||||||||||
| ▲ | maiybe 4 hours ago | parent [-] | ||||||||||||||||||||||||||||||||||||||||
For many years, it's been difficult to build game engines. It's never been easier today. A half-decently funded startup team could get to Godot feature parity within 6-12 months. There's no VC in games anymore (especially not middleware), so it's less unlikely, but they don't have a moat on features. When you go to invest in an engine. One with Claude Code natively infused and another that says "meh" to AI. Which would you have your small indie dev team choose? Smart money says velocity. I suspect the Godot-slayer I am imagining will start getting buzz in /r/aigamedev subreddit as the only way to quickly code a game. A little better design and 3D work from Anthropic, and we are off to the races. Regarding game dev hatred of AI, I've been to GDC for the last 3 years for the explicit purpose of talking about AI in games. The wall of hatred isn't holding strong. It used to be universal. Now, not so much. People on their laptops claude coding during presentations. 20% of talks being about AI in games, and _sponsored (!!!)_ talks about AI are getting the largest crowds at GDC this year. The times, they are a changin'. This is only a clever marketing move for a certain set of developers, which I totally agree are the (maybe?) majority today. I said 3-5 years though, not 6 months... | |||||||||||||||||||||||||||||||||||||||||
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