Two main viewpoints here about the BGE:
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The BGE is good enough for indie developer and hobbyists because even if highly advanced features were implemented they still wouldn’t be utilized properly and it’d all be much ado about nothing.
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The BGE needs to push the envelope like commercial engines.
…but there isn’t really any point to disccusing this with the current state of affairs.
Interestingly, you could say analgously Blender’s situation is leaning towards #2 as it grows, and that probably influences some of the motivation for pushing the BGE further also.
@BPR
The engine’s not broken but it has just about reached its limits and potential. As you recall, I tried optimizing it before and it would’ve required a bunch of workarounds. The moment you have to start doing workarounds, it’s a slippery slope. Unfortunately, this tends to happen more in open-source development, since it’s not as fun to refactor stuff versus adding new features (although I find refactoring refeshing when you get to delete huge chunks of code :eyebrowlift:).
All in all I have never hit a wall I could not walk around.
There shouldn’t be a wall there in the first place - the engine should be creating bridges, not walls, or possibly portals to other worlds…
@Repgahroll
You have valid aspirations, but simply put, the BGE is not a good foundation due to licensing and everything else previously discussed. Not to mention, commercialized open-source gaming is virtually non-existant since the only practical way to generate profit tends to be subscription based. These days, that business model is not so popular anymore - I believe free-to-play is the trend.
However, IMHO, “open-source” engines are the future. By open-source, I mean you can look but you can’t freely redistribute. Game engines require a lot of customization and tuning, and waiting around for the company to fix bugs, etc. doesn’t cut it. I know that’s one reason why some developers left Unity for Unreal etc.
@SolarLune
My only minor criticism with Godot is that it has a scripting layer and its own scripting language, but for simpler purposes that is actually the way to go, since if the developer is using such an engine, they should be creating a game that should not need to jump into C++ for optimization, otherwise they are using the wrong engine.
The fact it has its own editor lessens its need for Blender integration since its editor is built specifically for Godot. And really, a game engine should come with an editor or you run into interop hell. Ideally, the editor is based on the engine, and the engine based on the editor, both working on the same structure. Blender/BGE had the right idea.
So IMHO, it’s the best replacement for the BGE and its primary userbase (not to demotivate others…).