I feel like that's not how you measure a game engine usage, the large majority probably don't install Godot via Steam, just looking at the numbers it's a very small sample which might not represent game devs in general
Eh, I feel like the sampling is clearly biased toward those who would install a game engine through a service that auto-updates it. (Novices and hobbyists.)
It might mean something though, FFXIV is a classic example of a game that almost nobody plays on Steam, but its Steam charts line up somewhat well with the game's increasing popularity especially with Shadowbringers and Endwalker. Of course you have to look at actual data to back that up, but soemtimes it can show trends.
Does godot support 3D? If so does it support PBR materials? Does it support installing 3rd party plugins like HAVOK?
Literately the only things i need.
Tbh that's a pretty horrible example. It was a rushed product full of graphical glitches, including rapidly flashing lights. This is true especially on the switch. Idk if it's improved since launch but shit was rough early on.
Yes, not a great as Unity but it's still pretty good especially after they switched to Vulkan over OpenGL. VR performance still could use some work though.
Yes, PBR materials are fully supported. Actually one of the earlier things in 3D that was implemented, and then imoroved
Yes, now I don't know if HAVOK has a Godot plugin but there is a Jolt physics plugin that's designed to be plug-and-play, with a few exceptions (it doesn't suppory soft bodies afaik)
I wouldn't use it long-term, because you don't want Godot to update without you knowing, if there's something that needs to be changed due to an update. I bet a few people noticed the update from 3.x to 4.x..
I've read it also doesn't come with the C# support, so that's one reason not to use Steam for it if you're interested in testing that side.
Now that you mention it it's kinda weird it isn't. When our phones, servers, infrastructure, social networks, chat apps and even AI are all open source why are games all still built on proprietary software?
Here is their reasoning, basically summarized as "it's easier to get everything for games into a new language than bolting it onto an existing language". I also recall seeing a blog post where they said their initial implementation of GDScrip took fewer lines of code than embedding Lua did.
The most common ones are guh-dough & go-dough (+ other variations) with the t silent, but the lead developer as well as a bunch of others call it go-dot and some people put the d in the first syllable instead to do things like god-oo
While the numbers themselves are just a small fraction of actual usage (as I guess most people using it don't do it thru steam), it doubled in about a week.
What would be an "educated" guess of steam/non-steam users ratio? 1:50? 1:100?
I forget who and I'm too lazy to search, but a company just announced a recurring $10,000/month donation to Godot. A few others are donating too. So they do have some monetary support!