this post was submitted on 07 Dec 2023
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Unreal engine does it, and I'm pretty sure Unity does as well, though you have to actually pay for licensing and acquire the dev kits themselves. But the support is built into the engine to compile for those platforms once the right compiler is there.
Unity/Unreal can talk business with Microsoft/Sony/Nintendo in a way standalone Godot engine cannot, and should not.
Unity is proprietary and Unreal is source-available; the companies have direct control over how you redistribute their engine (to collect funding). Agreements can be made between them and the console manufacturers. Godot engine is open source (MIT) and appeals to a different kind of game dev, where including proprietary code that requires a license would be an unusual juxtaposition to say the least. If consoles support is important to you then perhaps there is no issue but for others that is repulsive.
It gives unjust power over the devs (think in terms of the recent Unity fee fiasco). I wouldn't contribute to a proprietary project (that's just doing free work for a company) but I'd be honored if an open source project considered my contribution worth something to them.
That's great, you're just locking a large majority of Indie devs away from Godot forcing them to choose an engine that supports pc, and consoles.
@NocturnalMorning @tabular though in the engine world godot is kinda indie comparing to other engines, you know? :)
I don't like the modern gaming industry. It is my hope that one day the norm will be free (libre) software games, using free engines.
I mean, I'm an Indie dev. I've tried all three engine, Godot, Unreal, and Unity, and I just don't think Godot is there yet. I used it for almost 2 years before giving it up for Unreal, and I came back and tried Godot 4.0 for a few months. It's a reality that kind of sucks. But I'm going to wait a few more years for Godot to catch up before I try to dip my toe back in.