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Re:Godot 4.0 gets SDF based real-time global illumination by colejohnson66 on Sunday June 28, 2020 @02:06PM (#23670732)
One thing many of the big players do that Godot doesn’t is require telling the user they used that engine. If you use Unity, you need to show the Unity splash screen unless you pay the big bucks; Godot requires none of that.
Re:Godot 4.0 gets SDF based real-time global illumination by adanto6840 on Sunday June 28, 2020 @04:27PM (#23671775)
For Unity, the "big bucks" is $35/seat/month -- that gets you the ability to make a build without a splash screen & without showing any Unity logos, etc.

For small shops (ie low or no revenue), you only need to pay that when you're ready to actually ship/make a build.

Note that the costs are higher if you're revenue is huge, it goes up to like >$100/seat/month or similar IIRC, I think that kicks in if you're in the 7-figures of annual revenue.

It's not free, and it can get expensive -- but you have to do the math on what you get, how much each will cost you monetarily & in time / opportunity cost, etc. IMO Unreal looks pretty compelling, and if they had C# support we'd jump to it in a heartbeat; I really don't want to write C++ on a day-to-day basis. If Godot keeps it up, then it may be the answer, in another 18 months or so -- but probably not wholly a commercially viable option quite yet, especially for mid-to-small shops.

Re:Godot 4.0 gets SDF based real-time global illumination by capableweb on Sunday June 28, 2020 @04:08PM (#23671661)
So why would someone wait for that feature before changing to Godot if that's already a feature?