kohlrak: Your message... Let's avoid to quote everything this time.
LiefLayer: About C# that's just your opinion. I find parenthesis easier to read than just identation (that should be used anyway). But the worst thing about python is that you need to watch the assigned value to know the type of a variable.
Unfortunately, that's not specific to python. And now in C++ you can do the same thing to a certain degree, with "auto." Coming to a C# near you, for sure.
The performance of unity is great right now. It was bad in the past because of Unity script and other bad things that were discontinued like mono (right now they use IL2CPP as a compiler that convert IL code to cpp before compile to get max performance, and it's great).
No, it's still horrendous.
Make the engine open source does nothing for most people. You need to know a lot to change the engine of someone else. Unity still give access to the source code if you pay money to them so if you really really need to you can get access to it. For me I never even got to take a look to the source code of godot or unreal, for me it's too difficult and I think it's the same for most people that develop games out there. If you focus on the game there is no reason to touch the engine code.
Usually performance problem are not on the engine part, you need to think about your own code before trying to fix the engine. It's like trying to fix a library or the framework itself, usually they are not the problem.
No no, you kinda need to know a bit about the engine to know how to write your code. Some engines are really good with certain things, other engines are better at other things, and this is not specific to engines, but also libraries you depend on. Knowing a bit about target architecture can help, too. For example, phones handle java better than computers do, because they generally have ARM processors, now, which has Jazelle mode which runs java as native code, cutting out the startup time of recompiling it to native code like you have to do with x86.
Anyway from the tone of your message I don't think you will really get anything... Focus on 2 things:
Says the one who's having trouble figuring out quote tags, just sayin'... But, by all means, please project more. You're trying to talk from authority while demonstrating your... well...
1. Not every program need to be open source... If you think that you should avoid to play most of the games out there.
I never made such a statement, though that would certainly be nice if it were the case.
2. If you got no experience with both Unity and Godot you should not say that unity got performance issues or that Godot is ready for production.
I said nothing about godot's production value... As for unity's performance issues, handling comparable tasks between unity and, well, native code shows that unity is still quite slow. I could say that if you know nothing about the underlying CPU architecture you can't speak on performance, but this is child's game.
There are games with performance issues out there for many engines most of the time the problem is not the engine and I can say for sure that right now unity performance is not a problem at all.
I've managed to find 0 games that run effectively on my computer that were made with unity. Sure, my computer is old, but that's no excuse for 10fps for simple platformers or something with little to no particle effects. I call that performance issues, when skyrim runs just fine.
Godot is not ready for production, too many bugs and limitations.. At least the last time I tried it was not ready. If you think it is try it and tell me, I will try it again and I will tell you everything that is still wrong with the way it works.
Why are you quoting me when i'm just asking about godot and making no statements? Are you half asleep or something?
You asked me to elaborate but you don't actually elaborate anything on your own, you just say that unity got bad performance because some games that use unity engine got performance problem but that's not a way to evaluate engines..
Ask and you shall receive. Unity is a CPU hog, plain and simple.
ConanTheBald: This is not Unity specific. Both heavy weight Unity & Unreal (probably Cry, Lumberyard and other engines that concentrate on eyecandy as well) come with major bloat and therefore are really hard to optimise. This resource requirement can be felt especially on the mobile platform. Clearly developers haven't optimised their games for mobile, but in my opinion, that might not even be possible. It's not related to C# either. It's to do with engine features that chew up resources and therefore affect performance. So even if you write beautiful and optimised scripts, the engine built-in bloat is still going to make all your efforts irrelevant. This is where Godot shines since you can turn on and off even engine features. To be fair, there's not many of them. :)
I'd have to double check, but last time i had to run a C# program, it was windows targeted and it ran on my linux machine when i ran mono. I could be wrong ('cause i didn't try running a disassembler on it), but this, to me, is a huge warning that it's run in a VM or "recompiled" like java usually is. I haven't tried a recent release of unreal, though, but i wouldn't be too surprised if you're right on that one, tbh. But you're absolutely right on the primary source: featuritis, aka Wirth's Law.
If you meant actual engine editor performance then Godot is really light weight and runs in seconds. With major releases I haven't had much problems with it. It has frozen or crashed on me few times but that's not more when Unity became unresponsive. That's my personal experience though.
I might have to give it a shot, sometime, just to see how it goes.
There's this Doom clone made with it. It's not really a full blown game but more of a mockup with one level to temonstrate how to get that specific look.
It's not really that popular engine yet but it's gaining popularity rapidly when developers using other engines discover Godot, it's learnability and ease of use. At first it was Game Maker, then Unity, and once version 4.0 comes out, I think it's goint to be much more appealing to even Unreal users. There are some games being released made with Godot, but today, I don't think you'd know any of them. The more people discover Godot, the more people are strating to use it and the more games are being released. Right now there are few games in development that have the potential to become quite popular. Once they are finished in a year or two. At least in the indie scene. In my opinion.
Well, if it's the only engine that has toggle-able features, that'll definitely increase it's usage over time when people keep complaining about performance issues of other engines. Personally, i'd like to see more people making things from scratch and using dedicated libraries for certain tasks instead of these attempts at making a one-size-fits-all engine. Then again, we'd just end up seeing the same thing in code form. Would be interesting to see engines that actually compiled end results, too, instead of using a script with said engine (and all features on). That said, it sounds like godot might be going this route.
Frankly, I'm sick of simple platformers and RPGs not running on my computer, simply because "well, it's old, you should upgrade" when instead skyrim runs just fine. Skyrim should not run better than any 2d platformer, RPG, shmups, etc, regardless of age. That's just embarassingly sloppy work. It's not like these kinds of things would be hard to make with SDL2, either...
kohlrak: At which level? Atoms? Hardware? OS? Programming? Engine? I could easily find you some material that goes into detail at any one of those levels.
albinistic: Well, almost about anything. It is just I find other people's thoughts and explanations interesting, which encourages me to research more to deepen my thinking on topics. You know what I mean?
In addition to the stuff for you i posted above, you might also enjoy
this.