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Re:Godot Engine – A decade in retrospective and future by nineteen999 on Wednesday January 01, 2020 @04:42PM (#21930891)
I wonder why this discussion always falls to Unity and Godot; Unity source is not available, while Unreal Engine source is.

Unreal also has more features available than both engines out of the box, as far as I am aware. I don't want to sound like an advert, but the shading and Blueprint systems in UE4 are extremely intuitive and easy to work with, and the C++ is definitely managable. I've never used Godot, but the last time I compared Unity to UE4 it felt extremely clunky. Lastly, prototyping stuff in UE4 is fun, once you get used to it and develop your own workflow.

Re:Godot Engine – A decade in retrospective and future by acfaruk on Wednesday January 01, 2020 @06:12PM (#21931436)
Last time I checked, the 2D features of Unreal were abandoned. Godot and Unity have both very nice 2D features and I would say that 2D is simply more manageable for a small indie game by a single developer.
Re:Godot Engine – A decade in retrospective and future by michaelbrave on Wednesday January 01, 2020 @05:38PM (#21931227)
The core benefit of unity over unreal is that it has community momentum. There are more tutorials, documentation and things available in their store. I prefer unreal myself, but those are things that are hard to combat against without epic making a more conscious effort.
Re:Godot Engine – A decade in retrospective and future by SiempreViernes on Sunday January 05, 2020 @01:05AM (#21959963)
History I expect, Unreal was a expensive closed engine for AAA games for something like 15 years before moving to a source provided model where you paid with revenue. Unity had a free tier for something like 10 out of those 15 years.