I don't know for a fact it's lighter than say Unity, it just seems like it would be. Anyone with more direct experience here?
First and foremost: Build time for all export targets together (windows. linux and web) takes less than 10 seconds and usually just work.
Some things like GPU particles had to be replaced with CPU particles and I remember that some texture compressions were not properly supported. But other than that, it mostly works out of the box. Can only recommend.
> web export is completely broken
> Godot with C# straight up has no web export
Hmm, something is amiss here... They're already on RC5 and web export not working doesn't sound like the web platform is a focus of theirs. AFAIK, the web export being broken is not mentioned in "Known Issues" about V4 either.
I would consider that broken.
It may be outdated since the reason it no longer works is because of these C# changes, as mentioned in the article.
[1] https://docs.godotengine.org/en/stable/tutorials/export/expo...
[2] https://docs.godotengine.org/en/stable/classes/class_canvasi...
And sorry again if the answer to these questions is so obvious to some of you that the question itself sounds dumb, but I'm simply not experienced with this topic.
Depends on the nature of the game though. It works best for games that are lightweight and stateless.
And speaking of that: what are the main monetization schemes? Are browser games sold like other games? Or are they mostly ad-based like other web content?
Some of those are accepting donations, but I can't tell if they are profitable.
And there is a whole genre of multiplayer things eating things to get bigger:
But the absolute, most amazing thing ( coming from the anxiety of app 'submissions', going through 'reviews', etc ), is the ability to update/fix/hotpatch everything instantly. Like within seconds. We have a simple CI/CD workflow that builds, updates & deploys a new godot site ( with dedicated gameserver backends) within seconds. The ability to just do this however you want, whenever you want, without going through some kind of platform distribution interface is great. With the exception of WGSL being such a dumpster fire of a spec, I'm pretty bullish on web for gamedev & distribution. There's some really great stuff being built right now, see: wasm+webtransport+wgpu
4 years ago I was deciding on a game engine to use. I considered it to unreal, Unity, and godot. I want to be able to build games that can be played on the web. I have many fond memories of the Flash game days. Distributing games over the web allows me to share games with people without the friction of installers, or App Store gate keepers, which I think is super cool. At the time, only Unity supported web. I decided to go full in on Unity.