Idea for part 2 (I really hope to see second part for this video with even more game engines to choose from) Armory engine might be pretty neat for 3d modelers who also wanna make some games
Hello, "big fan of game engines". Show at least one project that you have done, what do you worship there? Most likely, you're just a populist who superficially understands what your mouth is talking about.
@@sadscientisthououinkyouma1867 I know, right? They don't push updates with great frequency, but they also don't publish broken updates (unlike a number of engines starting with "U"). It's also beautiful, feature-rich and battle-tested. Definitely deserves a spot here.
Gamemaker veteran here. Please do not move to gamemaker, gamemaker's parent company has been doing the same type of thing, arguably to a greater extent. I'm in the process of moving from gamemaker to godot.
Thats... a very bold claim. The only controversy I can remember was the switch to the subscription model which only affected new users iirc. Or am I missing comething? Not saying that the change isn't shitty. I'm also not a fan of paying a subscription for software, but it's really not as bad as people make it out to be. Since Opera took over it seems more like they really stepped up their game with fixes, adding features and the frequency of updates. There is also now a free version with all features you can use indefinitely (you need a subscription to build/export your game tho). Cheapest license is 5$ a month (or 50$ a year). If you want you could just use the free version, then buy the subscription once just to build/export your game, then cancel the sub. You don't have to pay any royalties / they don't take a cut from your profits. GameMaker is a good Engine, but there are also good (and better) alternatives. In the end, the best Engine is the one that *clicks* with you and is the easiest for you to work in.
@@Funcestor Ugh I wrote a whole comment elaborating earlier but apparently youtube deleted it because I accidentally turned gx dot games into a url. I'll give my complaints again. They did only apply the subscription to new users, but that's because it's all they're legally allowed to do. They did try making it so subscribers get updates faster than people with permanent licenses. They clearly aren't happy with the fact that people already have licenses. While the subscription isn't too expensive, I think it's safe to say it'll add up to a price increase over time for the majority of users. Gamemaker was already at a disadvantage by charging money when the alternatives are generally more powerful and free for most people. I've found their integration of the aforementioned website to be pretty obnoxious. They set it as the default export platform on every new project. It's not hard for me to get rid of, but it's certainly a point of confusion for new users, and it's kind of a slap in the face every time I get excited to run something for the first time and have to close it out, change it, and compile again. I emailed them about it and they said they'd change it, then they didn't. It shows that when given a choice between user experience or some vague possibility of a profit, there's no question for them. Gamemaker has way fewer features than unity, unreal, or godot. It doesn't do 3d, importing files is clunky, git is clunky, the level editor is missing basic QOL stuff, there's only one programming language and it's not very efficient... it's just hard to deny that it's not a very powerful or feature-rich engine. There's nothing inherently wrong with that, but even if opera could be trusted completely, I don't see any way I could recommend that someone pays for gamemaker rather than using another engine for free. Why would you? It's slightly easier to a basic project up and running than in other engines, but that only matters for the first few days. You're just paying a lot more money for a lot less engine, from a company who has given us absolutely no reason to trust them.
I really like that open source and free software are growing in popularity. There are plenty of unknown free and open source gems that are worth knowing about.
the indie market is growing so much, and unreal keeps adding so many features that makes development faster they know a game will break out and make serious money.
It's not open source becoming more popular. It's just when you are doing gamedev everything is already pretty much complex and combines too many fields (audio, 3d animation, rendering, physics, UI, storytelling, etc) So having an open source engine helps you understand how exactly somethin is implemented and find examples in engine code. Also since it's a very complex area engine devs can make mistakes too. When something goes wrong you can make sure is your tool faulty or you made a mistake. Also you can edit your engine however you want, see valorant for example. They are using a custom version of unreal engine to have better optimization, etc
Unity seems to be very hit and miss when it comes too being for indie devs. It use to be #1 way back before ue4 existed and too me having a concrete foundation when it comes to support and staying true too there words and knowing that a company like unity who use to be very solid it now makes me not want to even touch unity even tho I had a massive project on the backburner that unless they do a massive overhaul of the pricing and contracts for developers I won't even touch unity
@@wildrelicproductions4879just like RUclips...they get bad features and the things that made it good are now gone and replaced with bullshit and we have to move on to another one, bur that other one is even worse than RUclips and in the end we have to return to RUclips although bad as it sounds. This is the problem with capitalism and monopoly and corporations: greed and pride.
There always was I think, Unity itself began as an, much cheaper, alternative to Unreal, later Unity shined on Mobile. But now? Unreal became way more accessible. Yes, there are many technicalities in difference, but I feel the major one was always the license between the two. This is huge
I'm not a game dev, but as someone who plays the games many devs using Unity make, thanks for the coverage. The first couple days I was hoping Unity would u-turn but at this point I'm cheering on studios and indie developers talking with their money and taking it elsewhere.
When people complain why do we get more engine by the day, this is the reason we should embrace more engine by the day. To have more options when things go south like unity just did
Construct and Gdevelop aren't only visual programming. You can code in Javascript just as easily. That's how I do most things in Construct. Also don't forget DragonRuby and Love2d
Can you tell me more about your usage? C3 is my engine, I'm also a web dev, but I script visually. What have you been able to achieve? 2d shaders? Spawn mechanics in code? Let me know!
@@flannelbeard4621 I'm coding a lot of the logic for the game in JS/Typescript. It's much more scalable and easier to maintain than huge event sheets. People don't know that Construct is a really good JS engine first and foremost. A lot of times I'll do input and basic collision checks in event sheets but then cal exported JS functions. This is great with games that have upgrade mechanics, complex logic. Check out the scripting reference for Construct 3 on the site. The other huge advantage is I can give the docs to ChatGPT and generate code too. Hard to do that with event sheet.s
If you get a chance, please cover methods for facilitating modding in Godot games. "It's easy to mod" was pretty much the only reason I used to champion Unity, but now all the game devs I was doing modding for are moving to Godot, and my own project is going to be moving to Godot, so... I'd like some way to keep the modding scene alive.
Yeah from what I've read apparently runtime asset loading is kind of limited and finicky rn at least if said assets aren't already in the game files obviously though I haven't actually done anything with custom stuff in godot yet so it would be a good video idea to make
@@mr_sauce_cooksSuch suspense. An unnamed plugin. [INCEPTION SOUND EFFECT] Out to save Godot developers from pulling their hairs out from having to implement modding themselves. [INCEPTION SOUND EFFECT]It can be found online. [INCEPTION SOUND EFFECT] But what to search for? COMING SOON
Unigine has Unity's workflow, almost one to one, and Unreal's visuals (but no UI editor, so you'll have to make it through code, but they're working on it). PS: Boy I really underestimated how bad Unity messed up, I thought people will get angry and Unity will back down, but this is death-spiraling fast.
plus, coding on it is SO enjoyable, and none of that Mono crap, it's straight up a .Net integration. The downside in my opinion is that it hasn't been long that they added the community license, so there aren't a lot of tutorials out there, but i've been able to find more and more, and the docs seem to be good
As mentioned in the links section, UPBGE was left out. I do feel it's worth an extra mention however, as Blender features some insane stuff in comparison to other engines, like geometry nodes, for example. Yes, it's not exactly a Unity engine alternative per se, but its unique integration with Blender might rekindle dormant game ideas or features that were previously backlogged or discarded, particularly ones centered around procedural or otherwise very unique 3D visuals.
Yeah I just downloaded it this weekend and I really like it, the only thing that I am a bit unsure about is the whole GPL license requiring I release my code publicly but I do really like the engine and want to make some cool games with it.
@@bobbyjones-uv5cnThe lack of console support and slower updates make me hesitant to use Stride. Flax seems perfect... except it has no 2D support. It looks like Defold might be my best option, tho I don't really want to use Lua script. Or maybe I use Godot and hope they sort out the cross platform stuff by the time I need it.
Seems to me like Flax is the best substitute for Unity. Similar features, similar experience, can script in C#, C++ or a Visual Scripting language, can publish to basically every platform, including PS5 and XSX. Definitely gonna check it out.
I feel that Unity's strongest selling point is the asset store, which can save devs hundreds of hours potentially. Without the community-backed AS (which is also going to suffer from this pricing change), Unity has no particular advantage.
@@Aechelian you right to. The point is: I think about. To learn Unreal will be a better choice. okay, here i have C# but a very less community i think. hm. Also no good Assets like Sky systems or other in range. and graph Editors make me 100% full of panic :( i am a coding type, i really cant do anything with node based graph trash
on the 2d side, there is also Flutter Flame engine. Its great if you already are familiar with Flutter and dont mind not having a visual ui for coding, but you get the excellent hot reload of flutter
I started a solo game dev journey in Unity, but ported it over to Unreal one year later because of Unity's lack of improvements. About two years later I ended up cancelling the development due to changes in personal life situation. But since I now had plenty experience of Unreal Engine I could land a job at a AAA game studio and that would probably never have happened if I had continued with Unity. I guess what I'm trying to say is that Unreal Engine is a good choice because if your indie game doesn't take off, you can still land a good job in the industry since many companies use Unreal Engine. Also using C++ in UE5 isn't that bad, even if I do miss the simplicity of C#.
Honorable mention as well to Pico-8 It's not something you can really make 3D or just generally large-scale games for by any stretch of the imagination on purpose (think of it as its own virtual machine), but it's a cheap one-time buy, comes with a full suite of tools and you can even boot up others' products right there in the window too!
Another experimental option is 2d/3d Bevy Engine, it's written in Rust, and it focuses on ECS, and has lockless multithreading. IMHO this style of design is easier to test and scale to modern multi-core systems, helping you make games, and spend less time working on performance or bugs.
Unity has its merits for sure, where it's good it's really good. But it drives me mad that people just go to it “by default” without considering alternatives at all, and end up using it in all sorts of projects where it's not remotely suitable (ahem Subnautica), and we end up with games less good than they could have been as a result. Hopefully now that Unity management dialing their usual shooting their own feet up to nuclear, maybe we'll start seeing the end of that.
There is literally no reason at all for Subnautica not to be on Unity, wtf bro. I think stating things without proofs and without considering the history of the developers, the programming language they masters and their proficience with the engine they used is way worse than using Unity "by default".
Genuine curiosity, what do you think would be a good bet for a voxel game with 3d model characters, spells, lots of movement abilities including vehicles, while being multiplayer? I've been wanting to use Unity with things from the asset store to make it less work, but even then it seems like a lot. There's only a few voxel assets available, and performance is near the top of the list. (It needs to be able to host 20-50 players.) I was thinking of things with ECS/DOTS, burst compiling, and so on, and I don't know what else can compete on that front.
@@Aeroxima Unity would be pretty strong on this one with ECS, but you can also have extremely performant ECS with Bevy for example, or maybe using MonoGame if you need to code in C#, as it is very "low-level" you can tune it to match at least a good ammount of your performance needs.
@@diadetediotedio6918 I fear that those would be more challenging, and it's already on the border of "too ambitious for me" as is. I'll keep them in mind. (Thanks for the quick response!)
@@gamefromscratch I didn't mean go into depth on either! I just meant I think it would've been a more useful background to the narration, than the sites.
My favs for 3d + recommendations (even thought, i only used the first 2, but the others looks promising too, i will definitely try those others too, when i finally upgrade my pc): - Godot - Wicked engine (though, the ui looks strange to me) -Stride -UPBGE (or other Blender-based engine) -O3DE
For people who want to develop games in Rust, it's worth noting that Unreal and Godot both also have unofficial community bindings for the Rust language.
Is it actually easy to use? I haven't done game dev in a while but this whole unity spectacle has me wanting to learn Bevy because I've since taken the Rust pill. Have you any experience with it?
Not sure if you'd ever have a need to do a video like this in the future, but if I could make a suggestion - as you're introducing the various engines, could you list and/or show some of the games that were developed using that engine? I've only heard of about half of these engines, so I don't have any idea what the engines are capable of in a practical sense.
Finally someone who mentions Flax i believe Flax is a great Unity alternative, because Godot has its own world of scripting and Node based layout, that could be intimidating for Unity devs.
From my time with Flax it feels like a cross between Unity and Unreal and that's a nice place to be! It works great and feels great, but still under heavy development so it can be buggy at times but the community is great and welcoming so that goes miles when dealing with issues.
Yes @@OverbiteGames, I've been experimenting with the Stride engine for the past couple of months, and I must say, it's quite impressive. It might not have all the bells and whistles of Unity, but it is a solid alternative in my opinion. Additionally, it's built using C# as its main language, which makes it even more appealing. Plus, it is under MIT license, which is a nice bonus.
Godot is such a lovely engine. It can be as simple or as powerful as you need, the learning curve is pretty forgiving, and the built-in documentation viewer is super convenient.
I think Unigine and Godot for me. If Unigine can make WebGL happen then I'm all in. Edit: I've reached out to Unigine and told them that I was interested in a game dev friendly license term
@@gladiumcaeli This seems to be the case, I've also reached out to them to see what their plans are for gaming. I really need that WebGL and eventually console support.
@@ThatGamePerson ohh I see, hopefully they do add those features, can you imagine if all of unity's market place assets makes it over in unigine? that would be amazing
Unigine is russian product. Please, do not support the terrorist. They live and pay taxes in russia, these taxes then convert to their military budget. Their army kills my friends and destroy my city. I am just a random game developer and I am just want to do my job without missiles over my head and permanent anxiety, just like you.
One I almost never see get a lot of love is Stride (formerly Xenko), from the developers behind Bravely Default. It uses C# for its scripting, and follows a similar API syntax and object-script format to Unity, but has quality and performance on par with Unreal Engine 4. I really do recommend it.
question so, he does mention Stride but how similar is it to unity in terms of workflow? obviously its not gonna be exactly the same given unity has had more time to mature but would it be reasonable enough to port my current game into without having to struggle too much with reworking everything?
@@bing_crilling8981 it felt very similar, at least when I last used it in 2019 it's the same object-component structure and similar naming conventions so it's easier to migrate to than say Unreal where there is a few days of re-learning where everything is
@@bing_crilling8981 I quite like stride, but I think their UX is very very very terrible. If they enhance it maybe in the future the engine could be usable
Please create a tutorial series about converting Unity projects to Unreal Engine, as detailed as possible! I'm sure many people are going to view and like these videos
Yes, please do a series on moving from Unity to Godot. Most of the training I've invested in has been Unity-based, been able to learn GameDev in that content and then change would be great.
I'm really gonna need that Unity to Godot tutorial since now I have to move all 3 years of my 2D game from Unity to Godot pretty much ASAP. Though GameMaker may be better just I don’t know if its easier to convert to that engine instead.
1:12 I would love "Unity to Godot" tutorial, even if I have used Godot 3 back in the day. It's always nice to get perspective and knowledge from others, especially comparing the two. Keep up the great work.
The way I see it, those of us who jumped ship on Unity a year or more ago now need to consider whether we have a moral obligation to help other projects switch, if they should choose to. It's been a real fire starter in my game development groups.
Glad you mentioned the Rust engines, Bevy and Fyrox! But you forgot one: Amethyst. Amethyst is basically the proof-of-concept of a Rust-based, ECS-driven game engine. It is production-ready, so most of its developers also contribute to Bevy, which is basically its spiritual successor, building on the experience gained from developing Amethyst, and will be superceded by it in time.
I'd also like to mention that Haxe was made by one of Dead Cell's studio founders and devs, who 11 years ago then went to form another studio which then made the Evoland series after a very successful and well regarded Ludum Dare 24 submission
Cocos Creator is the best alternative for lightweight 3d mobile game out of the list. It has been battle tested by many big mobile games. The workflow and interface is very Unity-like.
Solarus maybe? it's a bit more limited since it's seems to be only for Action-RPG/Adventure games and is 2D only. It still is for the top 3 OS's (Windows, Mac, Linux), FOSS, and written in C++, C, and Lua. Not only a game editor but also a game launcher. Games made from this engine can run on Windows, Mac, Linux, Raspberry Pi, OpenBSD, OpenSUSE, Android, and even Nintendo Switch. The game editor includes a map editor, sprite editor, script editor and more. Admittedly, updates can be quite slow. For example, the last update was 2 years ago, but it's not uncommon for an update to take a year, and on occasion, two.
Nice to see such a good comparison video. Learned about a few options I didn’t know existed like stride and the web based ones. I’ve been a web developer for years and when I first started gamedev I used phaser and hated it. I’ll be looking at Babylon for sure.
Also, yeah, do a Unity to Godot tutorial. Ive seen a few people here and in reddit not understanding the terminology around scenes and nodes and struggling with the one script per node concept.
This is the kind of shot in the arm the games industry needs! More influx of developers to DEMAND and support open source/public owned alternatives will in turn help and improve the open source/public owned space. In the long run will benefit BOTH gamers and game developers. For gamers, less chance to see some of their beloved or anticipated games disappear because of the threat of corporate greed. For developers, I am sure over time many open source/public owned options can become great industry standards like Blender.
How does O3DE compare to Unreal at this point? I looked at it when branded as Lumberyard, but it felt like a number of elements/features still needed more time in the oven.
The "Moving from Unity to Godot" video must be made, as many Unity users have concerns and are just starting to look at Godot. I do think that there multiple Persona's that do gamedev in Unity that make it a bit harder then at first glance it is. The "Configuration" types of game developers program via mouse and see a game engine more as a tool like Photoshop or Maya. It may even be that configuration is the future of gamedev as code is less necessary as tools becomes more sophisticated. For the "Coders" there is the question how technical they want to go. C# seems to have the best balance between power and difficulty certainly when coming from a C# Unity background , but GDScript is a viable option. The last bunch are the advanced developers that do Unit, Integration and Simulation testing. Automated testing seems to be frowned upon in the Indie space, so it might not be relevant. It's unclear to me that Godot even has those capabilities, but if it did it would make it look quite professional. It's not just if Godot matches Unity feature for used feature, but also if it has the features people want to use when they become more successful and/or sophisticated.
Any game engine which has something similar to Unity's DOTS? I'm primarily looking for parallel computing and decent async job system. Also ability to load procedurally generated 3D models. I noticed BEVY with ECS in the video, which is looking mighty promising. I will just have to dive into Rust.
Bevy is nice, but like the video mentioned. No editor, yet. Which doesn't bother me. The ECS is very similar in concept to Flecs. I'm still mainly Unreal, but when Bevy does get an editor. I would like to integrate it more in to my workflows, primarily where ECS may seem more appropriate. Hopefully.
today checked, flax and godot both have retargeting. unigine not yet. flax has physx 5.1. global illum. animation scripting. one drawback: fbx multi-anim importing (do have many kubold, filmstorm etc anims that use that format)
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please do a unity to godot tutorial
Idea for part 2 (I really hope to see second part for this video with even more game engines to choose from)
Armory engine might be pretty neat for 3d modelers who also wanna make some games
What did Cryengine do to get skipped like this?
Hello, "big fan of game engines".
Show at least one project that you have done, what do you worship there? Most likely, you're just a populist who superficially understands what your mouth is talking about.
@@sadscientisthououinkyouma1867 I know, right? They don't push updates with great frequency, but they also don't publish broken updates (unlike a number of engines starting with "U"). It's also beautiful, feature-rich and battle-tested. Definitely deserves a spot here.
this is Mike's moment's to shine, reviewing every engine under the sun is finally paying off
Haha, yeah, I was born for this moment I suppose ;)
Mike waiting for this moment his whole life, kudos to Mike.
@@gamefromscratchyou are the chosen one my friend😂❤🎉
@@gamefromscratchindeed 😅
It's show time 😎
Its a little sad to leave Unity behind. But it needs to be done.
Honestly working with Godot and gdscript feels awesome, and it's nice to know it's open source and constantly improving.
It’ll be a long process having to relearn on a new engine, but I think it’s for the better.
This is the way!
Gamemaker veteran here. Please do not move to gamemaker, gamemaker's parent company has been doing the same type of thing, arguably to a greater extent. I'm in the process of moving from gamemaker to godot.
yup gamemaker sucks now. it used to be best for 2D games long time ago. Untill they released GMS2 and it went downhill from there
Literally theyre using a really good game engine to advertise a "gaming browser" thing.
Thats... a very bold claim. The only controversy I can remember was the switch to the subscription model which only affected new users iirc. Or am I missing comething?
Not saying that the change isn't shitty. I'm also not a fan of paying a subscription for software, but it's really not as bad as people make it out to be.
Since Opera took over it seems more like they really stepped up their game with fixes, adding features and the frequency of updates.
There is also now a free version with all features you can use indefinitely (you need a subscription to build/export your game tho).
Cheapest license is 5$ a month (or 50$ a year). If you want you could just use the free version, then buy the subscription once just to build/export your game, then cancel the sub. You don't have to pay any royalties / they don't take a cut from your profits.
GameMaker is a good Engine, but there are also good (and better) alternatives. In the end, the best Engine is the one that *clicks* with you and is the easiest for you to work in.
@@Funcestor Ugh I wrote a whole comment elaborating earlier but apparently youtube deleted it because I accidentally turned gx dot games into a url. I'll give my complaints again.
They did only apply the subscription to new users, but that's because it's all they're legally allowed to do. They did try making it so subscribers get updates faster than people with permanent licenses. They clearly aren't happy with the fact that people already have licenses.
While the subscription isn't too expensive, I think it's safe to say it'll add up to a price increase over time for the majority of users. Gamemaker was already at a disadvantage by charging money when the alternatives are generally more powerful and free for most people.
I've found their integration of the aforementioned website to be pretty obnoxious. They set it as the default export platform on every new project. It's not hard for me to get rid of, but it's certainly a point of confusion for new users, and it's kind of a slap in the face every time I get excited to run something for the first time and have to close it out, change it, and compile again. I emailed them about it and they said they'd change it, then they didn't. It shows that when given a choice between user experience or some vague possibility of a profit, there's no question for them.
Gamemaker has way fewer features than unity, unreal, or godot. It doesn't do 3d, importing files is clunky, git is clunky, the level editor is missing basic QOL stuff, there's only one programming language and it's not very efficient... it's just hard to deny that it's not a very powerful or feature-rich engine. There's nothing inherently wrong with that, but even if opera could be trusted completely, I don't see any way I could recommend that someone pays for gamemaker rather than using another engine for free. Why would you? It's slightly easier to a basic project up and running than in other engines, but that only matters for the first few days. You're just paying a lot more money for a lot less engine, from a company who has given us absolutely no reason to trust them.
@@Funcestor and it makes random x and y drives on your system while it's running. who DOES that?
I love that open source is starting to become more popular.
I really like that open source and free software are growing in popularity. There are plenty of unknown free and open source gems that are worth knowing about.
@@jeanheonofficial Look out debeers, open gems is coming for you.
the indie market is growing so much, and unreal keeps adding so many features that makes development faster they know a game will break out and make serious money.
It's not open source becoming more popular.
It's just when you are doing gamedev everything is already pretty much complex and combines too many fields (audio, 3d animation, rendering, physics, UI, storytelling, etc)
So having an open source engine helps you understand how exactly somethin is implemented and find examples in engine code.
Also since it's a very complex area engine devs can make mistakes too. When something goes wrong you can make sure is your tool faulty or you made a mistake.
Also you can edit your engine however you want, see valorant for example. They are using a custom version of unreal engine to have better optimization, etc
It's not, open source is just king in these types of niches. It still goes relatively unnoticed
I hope to see some of these other projects get more support. Many of them are more capable than most people realize.
Really! Godot's 3D was pretty hit-or-miss in 3.x, but as of 4, JESUS CHRIST they've come a long way!
yep like Blender.
It eventually became a good alternative standard.
It's amazing that there are so many game engines that can replace Unity.
You're so right yet so wrong at the same time.
Unity seems to be very hit and miss when it comes too being for indie devs. It use to be #1 way back before ue4 existed and too me having a concrete foundation when it comes to support and staying true too there words and knowing that a company like unity who use to be very solid it now makes me not want to even touch unity even tho I had a massive project on the backburner that unless they do a massive overhaul of the pricing and contracts for developers I won't even touch unity
@@wildrelicproductions4879just like RUclips...they get bad features and the things that made it good are now gone and replaced with bullshit and we have to move on to another one, bur that other one is even worse than RUclips and in the end we have to return to RUclips although bad as it sounds. This is the problem with capitalism and monopoly and corporations: greed and pride.
@@altongames1787 Right. That's when people confuse politics with technology.
There always was I think, Unity itself began as an, much cheaper, alternative to Unreal, later Unity shined on Mobile. But now? Unreal became way more accessible. Yes, there are many technicalities in difference, but I feel the major one was always the license between the two. This is huge
A Unity to Godot tutorial would actually be very much appreciated!!!
I'm not a game dev, but as someone who plays the games many devs using Unity make, thanks for the coverage.
The first couple days I was hoping Unity would u-turn but at this point I'm cheering on studios and indie developers talking with their money and taking it elsewhere.
When people complain why do we get more engine by the day, this is the reason we should embrace more engine by the day. To have more options when things go south like unity just did
Always happy to see Stride here :) one of our contributors recently redid the entire site so this video was decent timing for us.
Construct and Gdevelop aren't only visual programming. You can code in Javascript just as easily. That's how I do most things in Construct. Also don't forget DragonRuby and Love2d
Can you tell me more about your usage? C3 is my engine, I'm also a web dev, but I script visually. What have you been able to achieve? 2d shaders? Spawn mechanics in code? Let me know!
@@flannelbeard4621 I'm coding a lot of the logic for the game in JS/Typescript. It's much more scalable and easier to maintain than huge event sheets. People don't know that Construct is a really good JS engine first and foremost. A lot of times I'll do input and basic collision checks in event sheets but then cal exported JS functions. This is great with games that have upgrade mechanics, complex logic. Check out the scripting reference for Construct 3 on the site. The other huge advantage is I can give the docs to ChatGPT and generate code too. Hard to do that with event sheet.s
DragonRuby and Love2D are frameworks
I've been studying UNIGINE for a couple of years now and I definitely don't regret it))
do the old physics samples run in new version? unigine had fabulous physics demos
@@rawformulagames There is new version 2.17. I didn't tried phys in new version yeat. I do mostly 3D stuff.
If you get a chance, please cover methods for facilitating modding in Godot games. "It's easy to mod" was pretty much the only reason I used to champion Unity, but now all the game devs I was doing modding for are moving to Godot, and my own project is going to be moving to Godot, so... I'd like some way to keep the modding scene alive.
Seconded. Would also like to know for my new godot game.
Yeah from what I've read apparently runtime asset loading is kind of limited and finicky rn at least if said assets aren't already in the game files obviously though I haven't actually done anything with custom stuff in godot yet so it would be a good video idea to make
There's a plugin that allows people to mod your godot game, you can even incorporated it in your game to make modding easier
@@mr_sauce_cooksSuch suspense. An unnamed plugin. [INCEPTION SOUND EFFECT] Out to save Godot developers from pulling their hairs out from having to implement modding themselves. [INCEPTION SOUND EFFECT]It can be found online. [INCEPTION SOUND EFFECT] But what to search for?
COMING SOON
@@mr_sauce_cooks what's it called?
Unigine has Unity's workflow, almost one to one, and Unreal's visuals (but no UI editor, so you'll have to make it through code, but they're working on it).
PS: Boy I really underestimated how bad Unity messed up, I thought people will get angry and Unity will back down, but this is death-spiraling fast.
plus, coding on it is SO enjoyable, and none of that Mono crap, it's straight up a .Net integration. The downside in my opinion is that it hasn't been long that they added the community license, so there aren't a lot of tutorials out there, but i've been able to find more and more, and the docs seem to be good
Thank you for the GDevelop shoutout, Mike! Hooray for open source software :)
As mentioned in the links section, UPBGE was left out. I do feel it's worth an extra mention however, as Blender features some insane stuff in comparison to other engines, like geometry nodes, for example. Yes, it's not exactly a Unity engine alternative per se, but its unique integration with Blender might rekindle dormant game ideas or features that were previously backlogged or discarded, particularly ones centered around procedural or otherwise very unique 3D visuals.
Yeah I just downloaded it this weekend and I really like it, the only thing that I am a bit unsure about is the whole GPL license requiring I release my code publicly but I do really like the engine and want to make some cool games with it.
Stride 3D is a great contender. Though I am very interested in the Complete White Page as well. Seems quite powerful.
I looked into this yesterday and it looks great, but didn't seem like anyone uses it. Would be nice if there was more RUclips content about it.
@@bobbyjones-uv5cnThe lack of console support and slower updates make me hesitant to use Stride. Flax seems perfect... except it has no 2D support.
It looks like Defold might be my best option, tho I don't really want to use Lua script. Or maybe I use Godot and hope they sort out the cross platform stuff by the time I need it.
@@supercyclone8342 I'm using godot now.
Do that tutorial please. Even if Unity reverses their idea, the trust is gone for good. They committed suicide in my eyes.
Seems to me like Flax is the best substitute for Unity. Similar features, similar experience, can script in C#, C++ or a Visual Scripting language, can publish to basically every platform, including PS5 and XSX.
Definitely gonna check it out.
This is my choice. Godot is so overrated.
I feel that Unity's strongest selling point is the asset store, which can save devs hundreds of hours potentially. Without the community-backed AS (which is also going to suffer from this pricing change), Unity has no particular advantage.
And Unreal has its own extensive asset store. Not as big yet, but it probably will be in time.
@@Aechelian you right to.
The point is: I think about. To learn Unreal will be a better choice.
okay, here i have C#
but a very less community i think.
hm.
Also no good Assets like Sky systems or other in range.
and graph Editors make me 100% full of panic :( i am a coding type, i really cant do anything with node based graph trash
You are soaking this up and I’m loving it 😂 (Unity dev here)
If the Unity studios went to Godot and donated their Per Seat cost to Godot. The engine would rocket in quality and features.
No reason to support freeloaders
@@LanciaSiluri????
@@LanciaSiluriwhat?
@@LanciaSilurithat’s insulting and rather quite a shallow minded statement.
on the 2d side, there is also Flutter Flame engine. Its great if you already are familiar with Flutter and dont mind not having a visual ui for coding, but you get the excellent hot reload of flutter
Thanks so much for making this video. I discovered what happened with Unity a few hours ago and has been at a loss of what engine to switch to.
GDevelop dev here.
So glad to see the engine previewed in this video
I started a solo game dev journey in Unity, but ported it over to Unreal one year later because of Unity's lack of improvements. About two years later I ended up cancelling the development due to changes in personal life situation. But since I now had plenty experience of Unreal Engine I could land a job at a AAA game studio and that would probably never have happened if I had continued with Unity. I guess what I'm trying to say is that Unreal Engine is a good choice because if your indie game doesn't take off, you can still land a good job in the industry since many companies use Unreal Engine. Also using C++ in UE5 isn't that bad, even if I do miss the simplicity of C#.
Honorable mention as well to Pico-8
It's not something you can really make 3D or just generally large-scale games for by any stretch of the imagination on purpose (think of it as its own virtual machine), but it's a cheap one-time buy, comes with a full suite of tools and you can even boot up others' products right there in the window too!
Mike, i appreciate your narrative. It's a whirlwind of info / hot takes.
Another experimental option is 2d/3d Bevy Engine, it's written in Rust, and it focuses on ECS, and has lockless multithreading. IMHO this style of design is easier to test and scale to modern multi-core systems, helping you make games, and spend less time working on performance or bugs.
Unity has its merits for sure, where it's good it's really good. But it drives me mad that people just go to it “by default” without considering alternatives at all, and end up using it in all sorts of projects where it's not remotely suitable (ahem Subnautica), and we end up with games less good than they could have been as a result. Hopefully now that Unity management dialing their usual shooting their own feet up to nuclear, maybe we'll start seeing the end of that.
Okay first of all I do hope they may reconsider the fee
And secondly what's wrong with subnautica that's a fun game
There is literally no reason at all for Subnautica not to be on Unity, wtf bro. I think stating things without proofs and without considering the history of the developers, the programming language they masters and their proficience with the engine they used is way worse than using Unity "by default".
Genuine curiosity, what do you think would be a good bet for a voxel game with 3d model characters, spells, lots of movement abilities including vehicles, while being multiplayer? I've been wanting to use Unity with things from the asset store to make it less work, but even then it seems like a lot. There's only a few voxel assets available, and performance is near the top of the list. (It needs to be able to host 20-50 players.) I was thinking of things with ECS/DOTS, burst compiling, and so on, and I don't know what else can compete on that front.
@@Aeroxima
Unity would be pretty strong on this one with ECS, but you can also have extremely performant ECS with Bevy for example, or maybe using MonoGame if you need to code in C#, as it is very "low-level" you can tune it to match at least a good ammount of your performance needs.
@@diadetediotedio6918 I fear that those would be more challenging, and it's already on the border of "too ambitious for me" as is. I'll keep them in mind.
(Thanks for the quick response!)
I wish you had shown the editor, and maybe some demo games, instead of the website of each respective engine.
I have linked to follow up posts on every video I mentioned. Honestly if I had gone into depth with each, this would be a 9 hours long video ;)
@@gamefromscratch I didn't mean go into depth on either! I just meant I think it would've been a more useful background to the narration, than the sites.
Switched to Flax engine, i really like it, runs well and its VERY similar to unity. Its like UE Graphics but Unity programming
👍
My favs for 3d + recommendations (even thought, i only used the first 2, but the others looks promising too, i will definitely try those others too, when i finally upgrade my pc):
- Godot
- Wicked engine (though, the ui looks strange to me)
-Stride
-UPBGE (or other Blender-based engine)
-O3DE
Definitely going to check out flax and unigine
Unity to godot tutorial please 🙏
For people who want to develop games in Rust, it's worth noting that Unreal and Godot both also have unofficial community bindings for the Rust language.
Is it actually easy to use? I haven't done game dev in a while but this whole unity spectacle has me wanting to learn Bevy because I've since taken the Rust pill. Have you any experience with it?
Not sure if you'd ever have a need to do a video like this in the future, but if I could make a suggestion - as you're introducing the various engines, could you list and/or show some of the games that were developed using that engine? I've only heard of about half of these engines, so I don't have any idea what the engines are capable of in a practical sense.
Thanks Mike, was looking for a video like this! Great timing!
Finally someone who mentions Flax i believe Flax is a great Unity alternative, because Godot has its own world of scripting and Node based layout, that could be intimidating for Unity devs.
Yeah, Flax is basically an Unity clone. There was also Shiva3d by some other devs, but I don't know the status of it.
Where to start with Flax? Any tutorials?
From my time with Flax it feels like a cross between Unity and Unreal and that's a nice place to be! It works great and feels great, but still under heavy development so it can be buggy at times but the community is great and welcoming so that goes miles when dealing with issues.
Personally, the absence of visual scripting is what keeps me from going to Godot. This is the only thing Godot lacks to be an ultimate game engine.
@@jeanheonofficial Problem is that was a wilful choice, not a we can't do that.
Don't you mean Unity Game Engine alternative?
I think a good alternative is Stride Engine, I'm following their development and they have an update planned to November.
Yes @@OverbiteGames, I've been experimenting with the Stride engine for the past couple of months, and I must say, it's quite impressive. It might not have all the bells and whistles of Unity, but it is a solid alternative in my opinion. Additionally, it's built using C# as its main language, which makes it even more appealing. Plus, it is under MIT license, which is a nice bonus.
Godot is such a lovely engine. It can be as simple or as powerful as you need, the learning curve is pretty forgiving, and the built-in documentation viewer is super convenient.
I think Unigine and Godot for me. If Unigine can make WebGL happen then I'm all in.
Edit: I've reached out to Unigine and told them that I was interested in a game dev friendly license term
If I remember correctly they have a similar pricing structure to unity's old pricing structure
@@gladiumcaeli This seems to be the case, I've also reached out to them to see what their plans are for gaming. I really need that WebGL and eventually console support.
@@ThatGamePerson ohh I see, hopefully they do add those features, can you imagine if all of unity's market place assets makes it over in unigine? that would be amazing
Unigine is russian product. Please, do not support the terrorist. They live and pay taxes in russia, these taxes then convert to their military budget. Their army kills my friends and destroy my city. I am just a random game developer and I am just want to do my job without missiles over my head and permanent anxiety, just like you.
I deved for Unity for two years and a Unity to Godot tutorial would be super welcome
I can't thank you enough. For us indies sweating over the uncertainty going forward, this video helps immeasurably.
One I almost never see get a lot of love is Stride (formerly Xenko), from the developers behind Bravely Default.
It uses C# for its scripting, and follows a similar API syntax and object-script format to Unity, but has quality and performance on par with Unreal Engine 4.
I really do recommend it.
question so, he does mention Stride but how similar is it to unity in terms of workflow? obviously its not gonna be exactly the same given unity has had more time to mature but would it be reasonable enough to port my current game into without having to struggle too much with reworking everything?
@@bing_crilling8981 it felt very similar, at least when I last used it in 2019
it's the same object-component structure and similar naming conventions
so it's easier to migrate to than say Unreal where there is a few days of re-learning where everything is
@@bing_crilling8981
I quite like stride, but I think their UX is very very very terrible. If they enhance it maybe in the future the engine could be usable
I am heading for UE5. Montly giveaways will sweeten my trasnition.
Stride for being written in C#, open-source, and community owned!
So awesome that you've been a huge help to game softwares over the years! Stuff like that is so valuable during times like these!
Please create a tutorial series about converting Unity projects to Unreal Engine, as detailed as possible!
I'm sure many people are going to view and like these videos
Yes, please do a series on moving from Unity to Godot. Most of the training I've invested in has been Unity-based, been able to learn GameDev in that content and then change would be great.
I'm really gonna need that Unity to Godot tutorial since now I have to move all 3 years of my 2D game from Unity to Godot pretty much ASAP. Though GameMaker may be better just I don’t know if its easier to convert to that engine instead.
I didn't know there were so many open source engines, thanks for the videos
I'll definitely go check your backlog on videos
1:12 I would love "Unity to Godot" tutorial, even if I have used Godot 3 back in the day. It's always nice to get perspective and knowledge from others, especially comparing the two. Keep up the great work.
The way I see it, those of us who jumped ship on Unity a year or more ago now need to consider whether we have a moral obligation to help other projects switch, if they should choose to. It's been a real fire starter in my game development groups.
UA meeting: Hi I'm Jake and I'm a former Unity developer. Crowd: Hi Jake!
Nice to see Bevy in this list!
Glad you mentioned the Rust engines, Bevy and Fyrox! But you forgot one: Amethyst.
Amethyst is basically the proof-of-concept of a Rust-based, ECS-driven game engine. It is production-ready, so most of its developers also contribute to Bevy, which is basically its spiritual successor, building on the experience gained from developing Amethyst, and will be superceded by it in time.
Thank you so much!! As always, another beautiful video about the world of game development!!
I have just started my first game in Unity. Now I am looking for a Unity alternative.
Having gone explore other engines has kinda made me appreciate how intuitive Unity is.
There's also Wonderland Engine, in case you're targeting WebGL/HTML5.
i'm usually in read-only mode, but today to increase engagement in this video I’m adding my comment
I'd also like to mention that Haxe was made by one of Dead Cell's studio founders and devs, who 11 years ago then went to form another studio which then made the Evoland series after a very successful and well regarded Ludum Dare 24 submission
Anyway, are you also include another game engine like "Scratch" in this list?
Cocos Creator is the best alternative for lightweight 3d mobile game out of the list. It has been battle tested by many big mobile games. The workflow and interface is very Unity-like.
Would definitely appreciate a Unity to Godot video
Stride looks really strong with cross-platform and visual studio, C# also a MIT licensed
Solarus maybe? it's a bit more limited since it's seems to be only for Action-RPG/Adventure games and is 2D only. It still is for the top 3 OS's (Windows, Mac, Linux), FOSS, and written in C++, C, and Lua. Not only a game editor but also a game launcher. Games made from this engine can run on Windows, Mac, Linux, Raspberry Pi, OpenBSD, OpenSUSE, Android, and even Nintendo Switch. The game editor includes a map editor, sprite editor, script editor and more. Admittedly, updates can be quite slow. For example, the last update was 2 years ago, but it's not uncommon for an update to take a year, and on occasion, two.
That is exactly what I was searching for ... And that applier to many more other unity beginner devs.
I'm making a PS1 style game in Unreal Engine so don't think you HAVE to make AAA graphics. Also it doesn't require traditional coding (sort of)
Nice to see such a good comparison video. Learned about a few options I didn’t know existed like stride and the web based ones. I’ve been a web developer for years and when I first started gamedev I used phaser and hated it. I’ll be looking at Babylon for sure.
I’m glad I decoded to go with GDevelop in my new project. Tried Unity, but it was too big and slow for my pretty simple game.
Unity to Godot transition video would be greattt! ❤ new sub
Can you please make a comparison of open source engines, pros, cons, community, documentation, asset stores, etc?
Please cover from Unity to Godot stuff that is needed.
I switch to Linux when windows started having ads in the Start menu. Godot sounds appealing now, especially after version 4.
Nice, but a way of exporting Unity assets for further use, would also be helpful.
Here you go!
gamefromscratch.com/exporting-from-unity-to-other-game-engines/
Also
gamefromscratch.com/move-from-unity-to-godot-engine-in-seconds/
@@gamefromscratchThank You!
Also, yeah, do a Unity to Godot tutorial. Ive seen a few people here and in reddit not understanding the terminology around scenes and nodes and struggling with the one script per node concept.
absolutely my friend, I'm building another one as we speak
I would like to see more resources on building custom engines by using existing frameworks like The Forge, MonoGame, PhysX, etc.
"a little bit misguided..." is the understatement of the century
This is the kind of shot in the arm the games industry needs!
More influx of developers to DEMAND and support open source/public owned alternatives will in turn help and improve the open source/public owned space. In the long run will benefit BOTH gamers and game developers.
For gamers, less chance to see some of their beloved or anticipated games disappear because of the threat of corporate greed.
For developers, I am sure over time many open source/public owned options can become great industry standards like Blender.
i used to love Construct. It was honestly one of the best engines out there... back when it wasn't web-based, that is
How does O3DE compare to Unreal at this point? I looked at it when branded as Lumberyard, but it felt like a number of elements/features still needed more time in the oven.
I'm thinking you might be covering the firing of the Unity CEO, in the not too distant future. 😂
🤞
I'd definitely be interested in a Unity-to-Godot tutorial!
Thanks for this. I feel like a hitchhiker with my stuff in a cloth tied to a stick.
You are doing a great work mate. We have to learn about other engines, im especially interested in full X platform engines, both mobile and consoles.
I'll definetily try Flax, looks promising and good!
The "Moving from Unity to Godot" video must be made, as many Unity users have concerns and are just starting to look at Godot. I do think that there multiple Persona's that do gamedev in Unity that make it a bit harder then at first glance it is. The "Configuration" types of game developers program via mouse and see a game engine more as a tool like Photoshop or Maya. It may even be that configuration is the future of gamedev as code is less necessary as tools becomes more sophisticated. For the "Coders" there is the question how technical they want to go. C# seems to have the best balance between power and difficulty certainly when coming from a C# Unity background , but GDScript is a viable option. The last bunch are the advanced developers that do Unit, Integration and Simulation testing. Automated testing seems to be frowned upon in the Indie space, so it might not be relevant. It's unclear to me that Godot even has those capabilities, but if it did it would make it look quite professional. It's not just if Godot matches Unity feature for used feature, but also if it has the features people want to use when they become more successful and/or sophisticated.
Title is wrong?
Lol, oops
Btw, Unity users can actually go to court and say that piracy costs money and sue pirates. This is even worst than you think.
I am looking back to my old love Construct 2. I wish if it was a 3d. Interface was so good.
Any game engine which has something similar to Unity's DOTS?
I'm primarily looking for parallel computing and decent async job system. Also ability to load procedurally generated 3D models.
I noticed BEVY with ECS in the video, which is looking mighty promising. I will just have to dive into Rust.
Bevy is nice, but like the video mentioned. No editor, yet. Which doesn't bother me. The ECS is very similar in concept to Flecs. I'm still mainly Unreal, but when Bevy does get an editor. I would like to integrate it more in to my workflows, primarily where ECS may seem more appropriate. Hopefully.
I have thousands in assets purchased on Unity asset store which is the only thing making me hesitant to switch.
Flax is another good alternative. Been using it for my game for a while now.
today checked, flax and godot both have retargeting. unigine not yet.
flax has physx 5.1. global illum. animation scripting.
one drawback: fbx multi-anim importing (do have many kubold, filmstorm etc anims that use that format)
I'm using it too... its an amazing game engine the discord server is being flooded with people now too
I recommend making a video of the downsides of each of these alternatives
I love your video titles evolution: unity new pricing, unity burns down, alternatives to unity 😂😂
Godot is available on the phone too!