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Godot taking too long? We've been there.
AI for Godot devs who still want full control.
Hydrogen: Energy's Version Of Waiting For Godot
Added some combat and sprites to the dungeon crawler godot game. Making some progress! This game will probably be a mashup of old-school 3D dungeon crawling + card-based combat like Slay the Spire. Having a lot of fun with it so far.
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Game developer Thomas Grové from Studio Interrupt recreated the same horror game in both Unity and Godot to compare the engines side by side, and the results were surprisingly one-sided. The project, a retro-style horror game called “Eyes Never Wake,” was built in both engines under the same conditions. According to Grové, Godot performed better in most areas affecting everyday development. >The engine started much faster, scripts compiled dramatically quicker, exports finished in seconds instead of minutes, and the install size was only a tiny fraction of Unity’s. >Godot launched in about 13 seconds versus Unity’s 80 seconds, and exporting took around 2 seconds in Godot compared to nearly 15 minutes in Unity. >The developer also found that Godot delivered stronger lighting and atmosphere, showing how much the engine’s visuals have improved.
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We published this cartoon on July 28, 2014. The U.S. 10-Year Treasury yield was 2.50%. Godot arrived. And then some..
Game-ready Medieval Weapons Pack now available. Clean topology. Optimized. Engine-ready. Perfect for fantasy RPGs and indie devs. Available now at #gamedev# #indiedev# #3Dmodeling# #Unity# #UnrealEngine# #Godot# #RPG# #GameAssets# #IndieGameDev# #3DAssets#
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My timeline is flooded with GPT-6 Astra generations. We saw something similar earlier this year when Google shipped Project Genie on Jan 30 and the engine names got taken apart, with $U down more than 20% in a single day and $RBLX and $TTWO going with it. The fear was that if a model can generate a playable world, nobody needs an engine. The difference now is that the models are working with the engines. OpenAI published a Playco case study on Sept 3 where an agentic IDE plugs directly into Unity and Godot, and they got three playable prototypes off one grey box with 50% fewer manual fixes than the previous model. I don't think AI replaces game engines, at least not yet, because generating a world and running one are separate problems > state that persists across sessions > physics that behave the same way twice > bugs you can actually reproduce > players staying in sync across devices So while these names keep getting lumped in with the software stocks getting commoditized, I think there could be an opportunity here.
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