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It’s a dream compared to UE. I tried on and off over a couple years to power through building some toy VR apps in UE and was never really able to make much progress past their prefab maps. It’s just so freaking complex that, IME, the fun of the process gets crushed under the weight of making zero forward progress.

As I started a NixOS immersion program a few months back I was looking for a new platform that I could do 100% of my dev on Linux. Ran into godot searching vids on YouTube and was really impressed with the workflows so I installed godot and steam (home.packages = [ pkgs.unstable.godot_4 pkgs.steam ]). With openXR support built into godot 4, it automatically picked up the shared lib that stream dropped and in under an hour was walking around using my index and Vive in a VR env and could also build a package for my son’s quest.

Within a month on-the-side I had built a tabletopesque tank battle game with a custom ray-based suspension over high poly terrain, particle effects, ballistic artillery, and a unique controller input scheme based on the tilt of the controllers (left for body rotation, right for turret). The physics engine is great, rocking the body on fire was simple as an inverse impulse of the shell spawn vector, and the body properly rolls under both lateral and longitudinal axis by virtue of the damped shocks.

All that to say, I think the biggest difference is that with godot 90% of my effort, code, and time was spent writing implementation code for my game while on UE it was spent writing integration code.

You obviously miss out on hot topic things like nanite et al, but I learned a long time ago that fidelity has no correlation with an engaging game. The other con will likely be around performance, it’s passable at 90hz, but if you want to start hitting framerates like 144hz, the critical code will probably need to drop to C++ using GDExtention.

I’ve also noticed that, with the popularity gaining in gltf, that it was rather trivial to find quality assets with native support.

I’d recommend watching some vids on creating VR apps, and another great resource, if you want to grok the interface code, is godot’s xr-tools project: https://github.com/GodotVR/godot-xr-tools/tree/master/addons...



Your experience also confirms what I feel Godot is particularly suited for : playtesting and pre-production of parts of your game.

You could quickly bang together all kinds of parts to see if your idea works, and then incorporate those in other engines if you so wish.




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