It absolutely fueled a exodus onto different engines. Godot had some huge indie dev whales pumping money into them like Notch did when he was e-famous and flush with minecraft cash.
The Terraria dev also pumped money into Godot, FNA, and later Monogame as well.
That's on top of games yearly being released with other engines and frameworks and not Unity and it's going to be felt so much harder in the years to come. Sure there's no asset store, but the asset store was a meme of "shitty asset flips".
hmm ... guess the pricing changes kinda make more sense now ... I mean not really. They should have just cut costs instead of fucking over devs/publishers, but I guess I can see why they attempted it now.
@Pawlicker@colonelj@crunklord420@djsumdog >Sure there's no asset store OpenGameArt and itch.io have engine/framework agnostic assets that you can purchase/download.
@Pawlicker@colonelj@crunklord420@djsumdog The only Godot game that had nay relevancy is Cruelty Squad, and it's only based on it because the sodomite that developed it wanted to be as contrarian as possible by choosing the relatively obscure engine.
@mint@Pawlicker@colonelj@djsumdog there's plenty of Godot games, probably most 2D. The 3D stuff in Godot, especially a few years ago, was relatively primitive. I pretty sure Cruelty Squad had like zero culling or LoD because it ran like shit.
Lots of focus on 3D over the past couple years, though.
@s8n@Pawlicker@colonelj@djsumdog@mint Godot 4.x re-did the rendering pipeline, based around Vulkan. Everything except the newest Godot releases were done on 3.x or earlier.
Don't be surprised when you start seeing games with PBR materials running in Godot.