These things don't actually explain why the download is large.
The download is large because it has example scenes included.
I don't check your other affirmations but it seem's that Godot have sort of console support : http://docs.godotengine.org/en/latest/tutorials/platform/con...
« Console ports of Godot are offered via third party companies (which have ported Godot on their own) and offer porting and publishing services of your games to consoles. »
That doesn't affect the download size because it's not distributed.
That's why installation options exist, no?
Re:Godot 3.0 game engine released
by chillidoor on Tuesday January 30, 2018 @06:16AM
(#16264378)
GameMaker Studio used to do something like that. You started off with a specific version and then could buy plugins for additional features like compiling for consoles, Linux, etc. I haven't looked at the GMS2 pricing model so I'm not sure if they still follow that though.
Sure, but one is not selecting each single feature individually.
It would be an endless effort to modularize everything down to that level, and probably not many devs would take advantage of it, thus being a waste of money.
So the installation options are just tailored down to getting everything for a specific target system.
Can target OpenGL, OpenGL ES, Metal, Vulkan, DirectX 11, DirectX 12, LibGMN, NVN.
Has graphical debuggers for shader development, a 2D GUI engine, a 3 engine with VR and AR support, asset pipelines for integration with studios workflow, and lots of features that Godot might one day have, but aren't on 3.0.
Kudos to Godot developers for what they achieved, I am also impressed with their work, but Unity devs aren't putting bloat just for fun.
In fact, any engine with similar laundry list of features has a similar size.