I do agree with her take though. Getting up and running in Godot was surprisingly, blindingly fast, so I don't regret picking it at all. I'm just not sure I'll be able to stick with it for an eventual release.
I can think of only one popular game of note that was made Godot, Slay the Spire 2. I’d love for more titles to be released to prove the engine can be competitive.
Other games that come to mind: Golden Idol series, Buckshot Roulette, Dome Keeper, Arctic Eggs, Cruelty Squad. Sonic Colors, kind of.
You can look up engines on SteamDB.
I am absolutely NOT a game dev experts, so I'm sure I'm missing subtleties, but from what I understand, Unity's scriptable render pipelines give advanced teams more opportunities to tweak custom/complex rendering logic. I get the impression that they are likely pretty comparable out of the box if you just start adding objects to a scene and measuring performance, but Unity has fancier tools for potentially improving on that.
Unity has little advantage over Godot these days, unless you're familiar with one and want to spend absolutely zero time familiarizing yourself with the other.
I unfortunately can't edit my comment anymore to correct what I wrote.
If you're making any kind of even slightly ambitious 3d game you probably need to be using gdextensions (ie writing custom engine-extensions in C++). I'll add that the engine source is very accessible. It's deliberately pretty bare C++, so if you have a decent amount of C# / C experience you should be able to find your way around it pretty easily.
Unity is a bit better when it comes to performance foot-guns and messiness (and in some ways much worse). Unreal seems to be pretty frictionless for getting something working that looks impressive, but if you're not very experienced performance is going to be a big issue there too (there seem to be very few games made in Unreal that run well on mediocre / older hardware).
Godot's a mess in the sense that it is trying to expand in every direction at once right now. I think it'll be in a pretty different state in 2-3 years.
Literally the only part I wanted to get more information about.
I could use a lot more information on why POSIX is bad and exactly what it means on resource management being “aware” of unified memory. I mostly didn’t get.
Like for example, streaming textures from CD with cache directly into the rendering pipeline.
Example for PC, however it was inspired how modern consoles work
Orbis OS might be a FreeBSD fork, but there is very little UNIX on PlayStation games.
Similarly to how little there is on Apple and Google platforms, regardless of the underlying infrastructure, where doing POSIX file IO is equally inconvenient.
Now, this whole discussion is kind of needless, given that she explains the issues on the article.
RE: 90s-era scenegraph As someone messing with their first Godot app - I was a little surprised to see Macromedia-era scene-graphs in the IDE.
RE: material-per-glyph warning / FastText alternative Very much appreciate the heads up
I feel its an article I'll return to occasionally.