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On the other hand, being fully open source means if you've got a good development team you may be able to hack Godot itself to work around whatever limitations are currently biting you the hardest, and your shipped product doesn't lock you into any sort of revenue share or subscription fees because of the engine choice. This seems to be the approach done for the Sonic Colors: Ultimate remaster and as Godot gets better it may get even more attention from teams developing an "almost certain success" like a new big-IP game.

But I agree that they're still the underdog, and people who were holding out until 3.0 might continue holding out until 4.0 if they're planning on doing a demanding 3D game. I'm rooting for them still too though.



Absolutely. I actually compiled my own version of Godot in order to enable a speech-to-text module (https://github.com/menip/godot_speech_to_text) for a project. While some might see that an overly arcane technical annoyance, the fact I was able to do so just shows the promise of a powerful open-source libre engine. Hope to contribute a patch to Godot proper someday. I also find it so cool that it's bootstrapped - that is to say, Godot is created using Godot!




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