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Cake day: June 25th, 2023

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  • They focus on entirely different things.

    Godot is small. I would’ve loved to have it in high school because I would’ve dumped it on a flashdrive and built games on whatever computer I had access to. Even on flashdrives from the early 2000s. You will feel weird installing it… because when you download it it’s just a .exe and it just… runs. No “let’s check for updates” no “let’s create an account” no “hey can you answer this survey?” It just, goes from the moment you double click.

    Godot is entirely open source. Which sounds like a meh reason if you’re not an EFF warrior but is SERIOUSLY useful if you want to do weird stuff with a game engine. You gotta PAY if you wanna edit source code to Unity. On the other hand, you can just freely edit Godot. If you want to create a brand new tool within Godot’s interface, the hoops you jump through are trivial. Hell, Godot’s editor is actually a game built within Godot they’re literally teaching you how to edit the editor as you’re making games. Meaning if you wanna veer into the avant guard weird ass shit as a hobby. Godot is the better option.

    The GDscript might sound like a detriment, but it really does trivialize a lot of game engine specific concepts and tasks. Meaning that once you start getting used to GDscript… you no longer have to worry about a lot of things because the language takes care of it for you.

    Unity though, has a larger base. So importing assets are trivial, porting to consoles like the switch are vastly easier (so I’ve heard). If you’re planning on going big… Unity will probably make your final steps easier.