this post was submitted on 17 Sep 2023
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[–] [email protected] 10 points 1 year ago (2 children)

godot runs everywhere, webgl, webgpu, android, ios, linux, macos, windows, gaem consoles

[–] [email protected] 7 points 1 year ago (2 children)

My understanding is that running on game consoles can't be officially supported, because they can't integrate the necessary proprietary code into the engine while keeping it open source.

[–] jcg 6 points 1 year ago

They can't distribute the proprietary bits in with the engine, so you have to work with the Godot team and a publisher which you probably would be doing anyway.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

yeah plugins are needed, but the engine core is extremely portable

[–] [email protected] 3 points 1 year ago (1 children)

I mean, it's easier to port a game running on Godot than something written in Assembly. So I'm not shocked to hear that

But up until Unity decided to stick some TNT up their ass and light it last week, the king of porting was Unity. I'm not saying it's perfect, but if you're a tiny indie company who wants to get something on Xbox, PS5, the Switch, PC, and even maybe mobile if the game is tiny, Unity was the engine for you.

[–] [email protected] 8 points 1 year ago (1 children)

To be fair, the only reason Godot can't port to consoles as easily as Unity is for licensing reasons. Console manufacturers don't want their console build code released as open-source under MIT like Godot is, so that's all relegated to third-party services/plugins

[–] [email protected] 4 points 1 year ago

and there's many third/almost first party companies to do it for you, they just almost by definition need to charge for it - cause Microsoft and Sony charge them.

The one is even made by the devs and returns its profits to development