Developer makes the same game twice in Unity and Godot after struggling to choose an engine, delivering detailed comparison of the pros and cons
https://automaton-media.com/en/news/developer-makes-the-same-game-twice-in-unity-and-godot-after-struggling-to-choose-an-engine-delivering-detailed-comparison-of-the-pros-and-cons/Open linkView original on lemmy.world
Damn, those are some big performance differences. If it was one or two disciplines with that kind of difference, I'd say, alright, Unity needs to optimize there. But how do you get that for virtually everything?
It's an open source game engine, so:
"By the powers of our autism combined!"
Godot is cooking... They also have support for calling C or rust code if the native scripting language isn't performant enough. Although the caveat there is you typically want to call external languages like that for something that needs to run for hundreds of ops, not just call-response-call-response. Something like taking the hot path of your world simulation and bundling it into rust so you give it functions, and it spits out results quickly.
https://www.youtube.com/watch?v=WB7v-ezqcJM
I am sorry, but I don't consider the article serious, nor expressing its fair stance.
More to that, it felt like an ad for still marvelous, magnificent Godot.