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Re:Unity Engine ToS change makes cloud-based SpatialOS games... by ignaloidas on Thursday January 10, 2019 @01:15PM (#18876354)
Native FBX support is not compatible by license, you are free to make a module that lets Godot use FBX, just with a FBX compatible license.

Traditional ECS doesn't fit with Godot's philosophy, but you can make behaviors into nodes and just add these nodes as a child for ECS-like behavior. Honestly, I find Godot's way more natural and extendable.

Re:Unity Engine ToS change makes cloud-based SpatialOS games... by Arwill on Thursday January 10, 2019 @03:32PM (#18877789)
Without a stable and widely used model format making a game is impossible. You can drag&drop FBX into Unity and Unreal, and its mostly ready for use. Having a broken FBX importer is just a waste of time. You start with a model format, something works, you build a workflow, a system for producing content en masse, and then at some point you must consider throwing away the model format, the workflow and/or the whole engine, because the importer is unreliable. Or you try to rewrite it yourself, further wasting time. Some things must be rock-solid, open-source or not.
Re:Unity Engine ToS change makes cloud-based SpatialOS games... by ignaloidas on Thursday January 10, 2019 @04:41PM (#18878502)
Godot doesn't have any broken importers, yet alone FBX which it doesn't have completely for legal reasons. Looking at Collada(.dae) Blender has a super broken exporter, so broken that Godot folks wrote a better one from the frustration. GLTF2 doesn't have enough support, even though it's a good format.

The problem is that everyone is just sitting and using proprietary FBX format and don't work towards new open standards like Collada or GLTF2.

Re:Unity Engine ToS change makes cloud-based SpatialOS games... by maccard on Thursday January 10, 2019 @07:33PM (#18879972)
Sorry but saying "Godot is fine, everything else is broken" isn't really acceptable. If I were to start a 3D project only to find out that importing models didn't work in the game engine I chose, I would move on immediately.

In all honesty (without knowing the specifics of what is broken, I've only ever worked on FBX importers), if Godot want to be taken seriously then they need to be able to import without plugins, warts and all.

Re:Unity Engine ToS change makes cloud-based SpatialOS games... by thrillgore on Friday January 11, 2019 @09:56AM (#18883924)
Fortunately, I have been able to do most of what I want with Blender and Better Collada. But I know that lack of FBX support pretty much makes it a non-starter outside of hobby projects. This also has to factor into a significant labor base that knows Unreal, Unity, CryEngine, Lumberyard...
Re:Unity Engine ToS change makes cloud-based SpatialOS games... by wishinghand on Thursday January 10, 2019 @01:46PM (#18876655)
Is there a blog post that goes into this ECS vs nodes paradigm?
Re:Unity Engine ToS change makes cloud-based SpatialOS games... by ignaloidas on Thursday January 10, 2019 @05:25PM (#18878926)
There is this [0] overview that looks into OOP as a whole and puts Godot and other game engines into it

[0] https://willnationsdev.wordpress.com/2018/04/05/godots-node-...