I feel like UE5 still needs so much work, it's ridiculous that they're already releasing UE6.
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Well, gotta say, looks good, but the only thing I dont loathe about working with UE is the way it can easily handle menus and UIs.
I love the ECS design of Bevy and the API is really good compared to others I have used.
But I've grown very weary of working with Rust in general. I've done some Bevy game jams and the compile times are just terrible, my laptop is in constant boiling mode, and the rigidity of Rust makes prototyping painful and refactorings long. And most major game industry investment in Rust tooling seems to have slowed down considerably.
Bevy is truly the most promising game engine out there right now. I just love its design so much. I've made a couple of simple games in it in the past, but my biggest gripe is the lacking gui options and no editor for scene and asset editing. Both are being worked on last i heard but it'll probably take a few years still before they're released if I had to guess.
Thanks!
Sorry, I thought I had added it. Here you go.
My apologies, is there supposed to be a link in this post? I can't find it, could you share it in a comment? Thanks!
I know, it's just called mono but uses dotnet internally
With containers and shared_ptr/unique_ptr?
Unity firing up a full modern toolchain
It's funny you say that because Unity's C# tooling is soooo many years behind. They're still using Mono. (Godot also used it in the past.) And apparently only some time this year (end of 2026?) will they have proper modern C# with all its performance benefits.
edit: Actually I just found this in a related article (unsure about whether it's slop or not, so not gonna link it) but apparently the horrible compile times is from something called "Domain Reload" and is caused exactly by that ancient tooling being used.
I am simply pointing out that those screenshots skew the appearance of the article and make it appear to be biased in favor of Godot. I would imagine that people should want a fair and equal comparison for all elements of the two engines for comparison.
Because there is a difference, the argument could be made: if there is such an intentional difference in the screenshots with post-processing graphics, is there an intentional difference elsewhere as well to skew the data?
Its possible that there isn't, but just how trustworthy is that? That's all.
I could see it wanting that much so it can do weird stuff to download and decompress data crazy fast but it wouldn't be required and I don't think that is what is happening.
I assumed as much but didn't want to say so without confirming lol
Grové concluded that both engines were fully capable of creating the kind of game he wanted to make. When comparing framerates, he noted that although his target was 60fps, both engines achieved framerates several times higher than that. Even accounting for future graphical improvements, he believes both still have plenty of performance headroom.
It's not like he was knocking the performance or graphics, and the points on which Godot won were objective measurements
It's a miserable language and the memory management is a giant footgun. Use C# or Rust or something.
It doesn't use mono anymore, they have been on official MS tooling for a long time now.
Yeah, and the reason it sucks is because it’s Electron.
The libraries you use might still be C/C++.
Any particular reason why?
godot mono version also compiles C# faster IME
To be fair, the hub isn't part of the Unity engine or editor. It just downloads and manages versions of the editor and lists your projects, which you can then open in the editor. There's no real need for the hub to use 512 MB (not that it's even that much memory).
What are you trying to run it on, a Commodore64 running TempleOS?
I can't help but feel like this article is biased in favor of Godot. Looking at the screenshots, its pretty clear that the Godot build appears to have post-processing effects applied to it while the Unity one appears to not have the same effects applied to it, or they are not tuned to the same values.
A person who is good at using a game engine can make a game look graphically almost identical when made in any other engine.
C# has faster execution speed compared to GDScript, but Godot needs to marshal data when communicating between the core engine and the C# runtime, which can negatively affect performance if you don't keep it in mind when writing your code.
But ultimately I'd argue compilation speed is waaay more important than execution speed when it comes to creating games (which require rapid iteration and testing). There's only a small amount of code in a codebase where squeezing out the maximum performance is required, and those important bottlenecks can be refactored or rewritten in a more performant language if needed.
