by kruuuder on 9/6/24, 6:41 PM with 140 comments
by AdmiralAsshat on 9/6/24, 7:49 PM
Presumably they didn't want Godot to suddenly get an influx of help tickets or message forum posts that were all rephrasings of "This interface doesn't have a button exactly where I expect it from Unity. Godot sucks."
by omoikane on 9/6/24, 9:08 PM
Godot pronunciation is documented at https://godotengine.org/press/
Godot is named after the play Waiting for Godot, and is usually pronounced like in the play. Different languages have different pronunciations for Godot and we find it beautiful.
But there used to be an extra line that recommends pronouncing it like "god-oh": For native English speakers, we recommend "GOD-oh"; the "t" is silent like in the French original.
It was removed in favor of making the pronunciation non-prescriptive:https://github.com/godotengine/godot-website/pull/638
https://github.com/godotengine/godot-website/commit/c9053182...
by jncfhnb on 9/6/24, 7:50 PM
You can modify unreal. It’s source available.
by doctorpangloss on 9/6/24, 7:57 PM
So is trying to make a game engine during the worst industry contraction since the collapse of Atari.
Being open source is kind of saving them right now.
by calcsam on 9/6/24, 7:46 PM
by jayd16 on 9/6/24, 11:19 PM
That said, its really a double edged sword. Unity can turn into a buggy mess if you try to get too clever about mucking with domain reloads and such.
by goles on 9/6/24, 8:14 PM
by debo_ on 9/6/24, 7:32 PM