I'm seeing Godot mentioned a lot: one major distinction between O3DE and Godot is that O3DE is "ECS-based" while Godot is "OOP-based" [1][2].<p>This makes little difference for the hobbyist gamedev, but it has ramifications for large projects with many interacting systems. Proper ECS architecture better supports the latter case [3].<p>[1] - <a href="https://docs.o3de.org/docs/welcome-guide/key-concepts/#the-component-entity-system" rel="nofollow">https://docs.o3de.org/docs/welcome-guide/key-concepts/#the-c...</a><p>[2] - <a href="https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine" rel="nofollow">https://godotengine.org/article/why-isnt-godot-ecs-based-gam...</a><p>[3] - <a href="https://www.youtube.com/watch?v=W3aieHjyNvw" rel="nofollow">https://www.youtube.com/watch?v=W3aieHjyNvw</a>
Think I'ma just stick with Godot Engine + Blender 3D. The 4.0 release of Godot should be somethin' <i>really</i> worthy, as even the 3.x releases are already amazingly usable and their plans for 4.x and beyond are quite impressive stuff.<p><i>Edit: Oh, and Godot already supports all the major platforms right outta the box. Bonus! Totally in favor of another open source 3D engine tho. Can't be a bad thing to have more options available in that space.</i>
So this seems to be amazon giving lumberyard to the linux foundation in hopes that a community builds around it?<p>edit:<p>> It's definitely not - it's a complete rewrite, with some useful parts of Lumberyard ported over.<p><a href="https://twitter.com/derekreese/status/1412475974428463107" rel="nofollow">https://twitter.com/derekreese/status/1412475974428463107</a>
Solid and helpful documentation, should get you started off really quick! <a href="https://o3de.org/docs/api/gems/camera/" rel="nofollow">https://o3de.org/docs/api/gems/camera/</a><p>No, not really. Besides a bunch of video guides, there's barely anything that you can read. Highly disappointed with the launch, maybe it'll pick up later..?
The presentation video says it is “multiplatform”, but then in the download page:<p>> <i>O3DE requires Windows 10 64-bit (versions 1809, 10.0.17763 or later)</i>
Found this post on the AWS blog to be more...informative.<p><a href="https://aws.amazon.com/blogs/gametech/open-3d-engine/" rel="nofollow">https://aws.amazon.com/blogs/gametech/open-3d-engine/</a>
This feels to me like Amazon is departing the space and they're dumping and running. As in, where they were previously pouring money into starting their own studio and platform, they're now cutting their losses.<p>I'm only drawing this conclusion based on the announcement article and video - maybe I'm missing something.
Context: O3DE is an open source (Apache 2) AAA game engine based on an updated Amazon Lumberyard<p>I've had the opportunity to work with O3DE over the past few months at work and I'm very excited to see where it goes.<p>There are two pieces of context if you don't work in the games industry (when I came in from an 'open source' background these surprised me):<p>1. the best game engine tech in the industry is proprietary (the biggest players are Unreal and Unity, lots of studios have purpose-built ones), there's relatively little open source [0]<p>2. in a games studio, the workflow of your company orients around the workflows of the game engine [1]<p>These two things combine in quite unfortunate ways, to the point where EA mandated the use of its own in-house engine...with mixed results so far [2][3]. Smaller players have three options: a) suck it up, b) use an open source alternative (i.e. Godot), c) get caught in the tarpit of "build your own engine"<p>O3DE has an opportunity to shake things up - particularly because of how modular it aims to be. At Hadean, our interest is in the networking layer (to drop in as netcode for Aether, our distributed simulation engine) as well as the 'core' simulation layer (to integrate with Aether in order to scale O3DE games/simulations across multiple machines). While doing all this, we will probably 'get involved' and contribute, so that our usage doesn't drift too far from mainline.<p>Anyway, this is all very early days - it's just a developer preview, and the flows are a bit rough. It'll be a while before we see if this changes things (I'm hopeful!), but major credit to the people at Amazon who have made it happen so far!<p>p.s. a checkout with deps, plus fresh compile of O3DE, plus a new project that you've opened once (to process assets) will set you back 100-150GB at my last check - not unexpected if you're used to compiling Unreal!<p>[0] <a href="https://twitter.com/ID_AA_Carmack/status/1406427706980454406" rel="nofollow">https://twitter.com/ID_AA_Carmack/status/1406427706980454406</a><p>[1] <a href="https://isetta.io/interviews/AmandineCoget-interview/#the-modes-and-pipeline-of-an-engine" rel="nofollow">https://isetta.io/interviews/AmandineCoget-interview/#the-mo...</a><p>[2] <a href="https://twitter.com/kingcurrythundr/status/1083788720459972609" rel="nofollow">https://twitter.com/kingcurrythundr/status/10837887204599726...</a><p>[3] <a href="https://screenrant.com/anthem-frostbite-engine-development/" rel="nofollow">https://screenrant.com/anthem-frostbite-engine-development/</a>
Phoronix gives some interesting details[0]:<p>"Besides Amazon AWS being involved with the Linux Foundation's new Open 3D Foundation, other notable vendors involved include AccelByte, Adobe, Apocalpyse Studios, International Game Developers Association, Niantic, PopcornFX, Red Hat, and Wargaming, among others."<p>Does this means linux gaming improving beyond steam/proton?<p>[0] <a href="https://www.phoronix.com/scan.php?page=article&item=open-3d-engine&num=1" rel="nofollow">https://www.phoronix.com/scan.php?page=article&item=open-3d-...</a>
I always thought developing/maintaining an entire game engine just to hopefully get some AWS revenue from the web part seemed like a dubious business model.<p>If a big company is going to adopt your engine they want your main incentive to be making it the best engine possible, not selling you more SaaS integrations.
Has anyone built anything with this? I've looked at Lumberyard a few times over the years, but even Amazon hadn't actually done much with it.
I'm no evil but if epic decides to "open-source" their engine with MIT/something similar license, I'm sure it's gonna leave o3de to hang out dry.
I was thinking initially that this is not very useful in a world where we have unreal and unity. Then I thought about the coming world of game streaming, and reconsidered. Any average joes making a startup could nvenc or amf this engine up. Just like that, no more streaming licensing fees to unity or unreal.<p>That's actually attractive.<p>Of course, a set of joes or janes capable of writing a server supporting enough concurrents to make an economically viable service is probably not a set of "average" joes. But you get the idea. These ancillary open source engines are probably the place where indies will end up having to operate in a hypothetical future where game streaming is important. Provided the engines are fast enough.<p>I'm not saying we'd see a python or javascript engine serving as a streaming server, but the C++ and Java open source engines could well be where we'll see the first indie hits in that space. And in that sense, O3DE might be useful.